philcommando 0 Posted July 2, 2004 Experimental Giant Prototype Starwars ATAT -------------------------------------------- Pics:- www.geocities.com/philcommando/atat2.JPG www.geocities.com/philcommando/atat1.jpg Rather than to keep it a secret and surprise everyone with a full featured ATAT a few months down the road, the ATAT is now realeased to share ideas on how to implement the cfgmovesaddonmaker to create 4 legged walk or other addonmaker controlled features units. This beta ATAT is able to walk on 4 legs, 70m tall, fire, use the bino and nvg and does not prone or sit or salute or getinvehicles. No unofficial animation is used in this addon. This addon is not binarized so that anyone can have a look and share ideas or help others to use the cfgMovesMCxxx to create their own units - all kind of animals, mechs, divers, etc. ( this atat uses only L and P istehno cos it is tall and offsetting the hardwired animating points in O2 is a nitemare, but for normal size, using the memory points in O2 should be ok.) Bugs:- ------- 1. On opening unit in mission editor:- will see a message "no entry...etc"..just ignore it and continue, it will function ingame with no disability. 2. Firing point not on laser cannon 3. Slow movement or out of syn running walking animation:- due to 'hardwire' speed of BIS 4. No engine sound 5. Beta destructruction animation is to stand still, weapons disabled cos if it drops, it lay 20 m above ground Credit for this addon should go to a-lone-wolf for the unofficial 190config..without it, this would not have been possible, as well as teacup for his inspirational dog ( though i dont his addon or data...at least not yet!), to the many others' posts in the search forms where tips are shared and to all addonmakers and scriptwriters for providing free units and inspiration to all. Thanks. For those who cant wait for the completed version, u can download this beta version here :- geocities try ur luck site www.geocities.com/philcommando/PCATAT.zip Share this post Link to post Share on other sites
sneakysix 0 Posted July 2, 2004 damn link not going hehehe hurry up my internet connection will cease in 2weeks Share this post Link to post Share on other sites
redface 1 Posted July 2, 2004 check http://www.ofp.at Share this post Link to post Share on other sites
Junker 0 Posted July 2, 2004 Nice addon, Hehe looks funny walking fast but moves slow Share this post Link to post Share on other sites
.granQ. 0 Posted July 2, 2004 hm, havn't tested but theres been many nice things, ATAT now, stormtroopers and so on.. anyone that can write a list with stuff released.. Share this post Link to post Share on other sites
Sgt. Stryker 0 Posted July 2, 2004 Its a player unit then? do im taking it is impossible to transport ppl? Share this post Link to post Share on other sites
philcommando 0 Posted July 2, 2004 Thanks for your comments. Actually i didnt want to release it until it is bug free and would probably take me months to figure out something special the walking ATAT vehicle is, using the man unit. There is currently no walking 4 legged creature that would conform to its animalistic instincts in ofp now, let alone a mech. From the Q&A forum i gathered that some had created great addons but was let down by the BIS config stage and stay stuck for months, some even years as not many are aware of how to do implement our own moves. Having more or less conquered the cfgmoves on my part that is good enuff to create animals, dinosaurs, small mechs or alien beings using the player unit, or for the realistic mods more realistic moves for their soldier units, i decided to release the addon with the config.cpp so that it may help speed up the developement for others. Not that it may be necessary but i thot sharing ideas rather than keeping secrets may help as a working model would be better than just writing answers to the forum. Guess i would have to learn how to script now as i seem to have reach a dead end on increasing the fixed man speed of 24km/hr in the config...too slow for comfort. Tried the great nitrous sqs script by Carey bear but it didnt work for man class. As for transportation, there are transportation scripts which can be use. Right now, from my beta tests earlier, it doesnt seem possible to carry other units. Perhaps with the cfgmoves now known, it would be possible to create our own unit class...hybrids of man and vehicle? Still much to do and learn, nothing is impossible, the walls of ofp's limitations are breaking down everyday  Any sci fi fan will tell u - 'Go where no man has gone before!' Share this post Link to post Share on other sites
Billabong81 0 Posted July 2, 2004 Mirror Curtosey OFP Central Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 4, 2004 Thanks for your comments.Actually i didnt want to release it until it is bug free and would probably take me months to figure out something special the walking ATAT vehicle is, using the man unit. There is currently no walking 4 legged creature that would conform to its animalistic instincts in ofp now, let alone a mech. From the Q&A forum i gathered that some had created great addons but was let down by the BIS config stage and stay stuck for months, some even years as not many are aware of how to do implement our own moves. Having more or less conquered the cfgmoves on my part that is good enuff to create animals, dinosaurs, small mechs or alien beings using the player unit, or for the realistic mods more realistic moves for their soldier units, i decided to release the addon with the config.cpp so that it may help speed up the developement for others. Not that it may be necessary but i thot sharing ideas rather than keeping secrets may help as a working model would be better than just writing answers to the forum. Guess i would have to learn how to script now as i seem to have reach a dead end on increasing the fixed man speed of 24km/hr in the config...too slow for comfort. Tried the great nitrous sqs script by Carey bear but it didnt work for man class. As for transportation, there are transportation scripts which can be use. Right now, from my beta tests earlier, it doesnt seem possible to carry other units. Perhaps with the cfgmoves now known, it would be possible to create our own unit class...hybrids of man and vehicle? Still much to do and learn, nothing is impossible, the walls of ofp's limitations are breaking down everyday  Any sci fi fan will tell u - 'Go where no man has gone before!'  what about the dog, horse, and mule addons? they got 4 legs that walk keep up the good work. lookin great buddy Share this post Link to post Share on other sites
philcommando 0 Posted July 4, 2004 Tks papyboyington. Believe me, the dog, mule, horse addonmakers -teacup and Mig2003..( i am still ROFL at his chicken) are trailblazers in their own right and it opened up avenues for further developement. Prior to making this addon, Â I did a search and found out many great addons were discontinued because i guess its not enuff to just make the mech roll on wheels when it is supposed to walk or animal 'walk'. Worse still is when u see the animal driving a plane or a giant mech sharing a seat on a puny chopper!!!! Â The ATAT is only a sideshow..the main event is the cfgmovesMCxxx cos with the one i had done, u can have control over how ur unit behaves - to prone or not to prone, to salute or not, to get in vehicle or not, to pilot or drive vehicles or not, how it dies, etc.. and to have ur own animations,eg:- dancing, jumping, hand to hand combat, etc,....Nothing great by itself but i was only answering calls for sharing of ideas in config by many other creative addonmakers who got stuck there. PS: the "no entry..."bug will only appear if the ATAT is used in ofpver1.85. I guess cfgmoves will be best only if ofp is upgraded to the latest version- 1.96 Share this post Link to post Share on other sites
R0adki11 3949 Posted July 4, 2004 well very nice and promising work, sum speeders and defences we nearly hav full bits for battle of hoth... Share this post Link to post Share on other sites