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Blanco

Trenchscript 1.1

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Hi,

I've made a little avi from my updated trenchscript in action.

Release is probably this week.

Take a look and let me know what you think.

Trenchmovie1.1

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Man it would be really challenging to have to assault them when they're behind barricades like that. I like it.

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Quote[/b] ]Man it would be really challenging to have to assault them when they're behind barricades like that. I like it.

I second that, very nice and creates a realistic feeling for a mission especially a WW2 one.

PH

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very nice... I would like to know if the soldiers shoot from the crouched position?

Looking forward to the release...

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Yes, they (only) shoot from the crouch position.

They stand up when they have to reload or when they start to flee when too many men die in the defense line. (a parameter in the script, couragefactor in percents)

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Bianco, i cant undertood one thing:

There is a crouched reload animation, and units can reload crouched.

Why the units had to stand up when they reload?

Had you tried with Crouchtoreload (i did not know if this is the name, but i know for sure that there is a crouched reload animation.)?

Regards.

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It's not that simple.

I know what you mean and I tried that but...

...when you give him the switchmove command for a crouched reload he will do that, but he isn't reloading! It's just the animation that playing. No magazine is replaced.

To tell you the whole story...or trying to tell  tounge_o.gif

I'm using the ICPanims from VDV2.0 effectpack. These allow AI to shoot and turn in the animation. Best of all, they die in the normal way, they don't stand there being dead, they fall on the ground when they got shot.

Unfortunately they can't reload, when they empty a clip they just sit there and do nothing exept for watching and waiting for a bullet.

So i had to find a way to make them reload, that was the hardest part.

Using :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_mag = (magazines _unit select 0)

returns the magazinename of the primaryweapon. It worked for the official units, but I found some problems with addon weapons. So I had to find another way.

This was my solution :

I gave every unit a temporaly EH fired.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_man addeventhandler ["fired",{_this exec "ICPtrench\ammo_cr.sqs"}]

The ammo_cr.sqs looks like this :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_unit = _this select 0

_muzzle = _this select 2

[_unit,_muzzle] exec "ICPtrench\ICPcrouch_reload.sqs"

_unit removealleventhandlers "fired"

and the ICPcrouch_reload like this :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_unit = _this select 0

_muzzle = _this select 1

#L

?_unit ammo _muzzle < 1 :goto "R"

~1

goto "L"

#R

_unit switchmove ""

~1

@_unit ammo _ammo > 0

_unit switchmove "Combattocrouch"

~0.5

_unit switchMove "ICPaim5"

goto "L"

As you can see I don't give him a command to reload, I use a switchmove to "break" the ICPanim, he reloads by himself.

When you give him the crouchedreload anim command he will do that anim twice., The first time the anim, the second the "real" reload.

"ICPaim5" is a ICPanim (crouched)

AFAIK there is no command to check the selected weapon, so there is still a problem with grenadelaunchers and mortars soldiers I can't solve.

If somebody knows a solution, let me know, please

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I've finally finished it.  crazy_o.gif

pic.jpg

Read about the usage, restrictions & bugs listed in the readme. It took me more than 2 hours to write one down (in my bad English tounge_o.gif ) so please read it!

Download it HERE

It comes with a small demomission.

Addon (ICPanims) is in the zip

Have phun

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