andersson 285 Posted April 30, 2005 Open the config.bin of your choice and save to a config.cpp with CoC BinViewer. search for: Quote[/b] ] class SoldierWB : Soldier { model="MC vojakW2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.700000; displayName="$STR_DN_SOLDIER"; weapons[]={"M16","Throw","Put"}; magazines[]={"M16","M16","M16","M16","HandGrenade",H andGrenade","HandGrenade","HandGrenade","HandGrenade",& quot;HandGrenade"}; cost=40000; //ECP - Dynamic Range - 185 additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; // }; Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCWEST";" Search for Quote[/b] ] class SoldierEB : Soldier { displayName="$STR_DN_SOLDIER"; vehicleClass="Men"; scope=2; model="MC vojakE2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; side=0; cost=40000; accuracy=0.700000; weapons[]={"AK74","Throw","Put"}; magazines[]={"AK74","AK74","AK74","AK74","HandGrenade&quo t;,"HandGrenade","HandGrenade","HandGrenade","HandGrena de","HandGrenade"}; //ECP - Dynamic Range - 222 additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; // }; Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCEAST";" Use CPP2BIN 1.2 to make the changed config.cpp to a config.bin. Remember to backup your config.bin before doing any changes if something goes wrong! Share this post Link to post Share on other sites
nubbin77 0 Posted April 30, 2005 You guys were mentioning randomizing some of the animations used. How would you go about doing this? I'd like to have randomized "ready" positions. For example rotate between (or just set randomly), the ready position in 1.7, the BIS Default, and the kneeling animation that Sanctuary released earlier (I really like that one, I hate that the AI never kneels). Also, Anderson, do you really have to delete Sanctuary's Anim.pbo? Wouldn't yours still work (other than resistance and civilians having the 1.7 animations also?) Just want to clarify that they wouldn't cause BAD things like CTD's or something. Edit: I'm an idiot, I didn't read Extremeus Decimus's post very carefully. I didn't realize he said he would post how to randomize animations when he figured it out or was ready to show it. Great work everyone (especially Sanctuary for getting this whole series of animation activity going and the great work on your animations) Share this post Link to post Share on other sites
andersson 285 Posted April 30, 2005 No, you dont need to delete Sanctuarys anim.pbo. But I dont want resistance to use Sanctuarys anims as they look too professional. As long as that anim.pbo are used those anims are default. Share this post Link to post Share on other sites
ruff 102 Posted May 1, 2005 Open the config.bin of your choice and save to a config.cpp with CoC BinViewer.search for: Quote[/b] ] class SoldierWB : Soldier { model="MC vojakW2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.700000; displayName="$STR_DN_SOLDIER"; weapons[]={"M16","Throw","Put"}; magazines[]={"M16","M16","M16","M16","HandGrenade",H andGrenade","HandGrenade","HandGrenade","HandGrenade",& amp; quot;HandGrenade"}; cost=40000; //ECP - Dynamic Range - 185 additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; // }; Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCWEST";" Search for Quote[/b] ] class SoldierEB : Soldier { displayName="$STR_DN_SOLDIER"; vehicleClass="Men"; scope=2; model="MC vojakE2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; side=0; cost=40000; accuracy=0.700000; weapons[]={"AK74","Throw","Put"}; magazines[]={"AK74","AK74","AK74","AK74","HandGrenade& ;quo t;,"HandGrenade","HandGrenade","HandGrenade","HandGrena de","HandGrenade"}; //ECP - Dynamic Range - 222 additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; // }; Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCEAST";" Use CPP2BIN 1.2 to make the changed config.cpp to a config.bin. Remember to backup your config.bin before doing any changes if something goes wrong! do i need to convert it back to config.bin or could i leave it as cpp Share this post Link to post Share on other sites
honchoblack 2 Posted May 1, 2005 Yes, since not converting it back will produce a bug with the handguns. Share this post Link to post Share on other sites
ruff 102 Posted May 1, 2005 how about normal addons that had config.bin? can i just put in the cpp and the addon should work like "the hk pack"? Share this post Link to post Share on other sites
nubbin77 0 Posted May 1, 2005 Quote[/b] ]how about normal addons that had config.bin?can i just put in the cpp and the addon should work like "the hk pack"? I don't know if its always the case, but no you shouldn't need to convert the cpp to a bin in an addon. I have never run into a problem by not converting and addon cpp. But that doesn't mean that it couldn't cause a problem. I haven't experienced it though. Share this post Link to post Share on other sites
sanctuary 19 Posted May 1, 2005 Only a -main- config.cpp must be converted in a config.bin to avoid the handgun bug. All the config.cpp that can be found in an addon .pbo have no need to be converted in bin format. Only a -main- config.cpp created from merging the files that can be found in the BIS commented config has no need to be converted in bin format (and it is a good thing as i never found any tool that can do covert the commented config into bin format ) , there is no handgun bug with such config. Share this post Link to post Share on other sites
ruff 102 Posted May 1, 2005 I have finally manage to put all of Sanctuarys anims into different pbo´s according to side and units. So now I dont have to make 2 extra CfgMovesMCversions in the config.bin as that is done with "class StatesExt" in a config.cpp in the addons.So now west and east uses Sanctuary anims and resistance uses the default bis (they arent proffesionals). And the best thing is that I can change all anims through the addons instead of editing the dta-folder anim.pbo and config.bin. Here is my west and east anim-pbo´s. Put them in an addon folder of your choice. The differens between west and east are that east uses the ready stance from pack 1.5 and the default BIS-sprint (thats just to give some differens). West uses all animations from pack 1.7 (patrol btw!!) The only thing thats needed to edit in the config.bin is to change "moves="CfgMovesMC";" under class SoldierWB to "moves="CfgMovesMCWEST";" and "moves="CfgMovesMCEAST";" under class SoldierEB. If anyone wants to use all sanctuarys anims to both east and west you only have to download animWEST.pbo and use "CfgMovesMCWEST" under class soldierEB instead of CfgMovesMCEAST. u got the anim boas the other way round it seems east is using the 1.7 one and west is using the 1.5 ones Share this post Link to post Share on other sites
ruff 102 Posted May 1, 2005 also thanks everyone for help in understanding the config bin now i know even more about cpp Share this post Link to post Share on other sites
andersson 285 Posted May 1, 2005 Quote[/b] ]u got the anim boas the other way round it seems east is using the 1.7 one and west is using the 1.5 ones You are right Share this post Link to post Share on other sites
sanctuary 19 Posted May 2, 2005 An alternative for the pistol replacement pack stand aiming. look a bit strange in the middle of a battlefield, but at least it offers more diversity. There are 3 files : the stand aiming pstanistat.rtm the stand aiming to crouch aiming interpolation pstani2pklek.rtm the crouch aiming to stand aiming interpolation pklek2pstani.rtm Right Click on that link and Save...As To install this alternative, unpbo the sancpistol.pbo Put the 3 files in and overwrite the ones of the same names You are not done yet, as the interpolation will be played a bit too quick, we must slow them down. Open the config.cpp inside the sancpistol folder now (it is a text file, so you can use notepad/wordpad/etc..) Search the lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class HandGunStandToHandGunCrouch:HandGunDefault { actions="HandGunCrouchActions"; file="\sancpistol\pstani2pklek.rtm"; speed=-0.4; looped=0; disableWeapons=1; soundEnabled=0; connectFrom[]={"HandGunStand",1}; connectTo[]={"HandGunCrouch",1}; interpolateTo[]={"HandGunCrouchDying",0.5,"HandGunCrouchDyingVer2",0.5}; }; notice the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=-0.4; change it to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=-0.7; ........ Now search the lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class HandGunCrouchToHandGunStand:HandGunDefault { actions="HandGunStandActions"; file="\sancpistol\pklek2pstani.rtm"; speed=-0.4; looped=0; disableWeapons=1; soundEnabled=0; connectFrom[]={"HandGunCrouch",1}; connectTo[]={"HandGunStand",1}; interpolateTo[]={"HandGunStandDying",0.1,"HandGunStandDyingVer2",0.1}; }; notice the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=-0.4; change it to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=-0.7; That's all, save the changes in the config.cpp and repbo the sancpistol into a new sancpistol.pbo Now you can use this alternative stand aiming if you prefer it. Share this post Link to post Share on other sites
honchoblack 2 Posted May 2, 2005 as you said, it would look strange to use this kind of aiming on the battlefield BUT this animation would fit very well for police units, this would differ them from the "normal" soldiers Share this post Link to post Share on other sites
Havok69 0 Posted May 5, 2005 Has anyone thought of making a new walking with rifle in hand anim? The one that is there now, when u walk, the rifle goes off to the right a bit. There should be one where the rifle stays in line with the unit's eye. If not that one where the unit is looking just over the sights (alert position). Just a thought. Share this post Link to post Share on other sites
honchoblack 2 Posted May 5, 2005 isnt the move/animation you want implemented already, once you press the walk-key, the unit keeps targeting and walks with the gun aimed Share this post Link to post Share on other sites
.pablo. 0 Posted May 10, 2005 Quote[/b] ]An alternative for the pistol replacement pack stand aiming.look a bit strange in the middle of a battlefield, but at least it offers more diversity. actually i bet that anim would be perfect the civil war mod Quote[/b] ]To all of you that play SP or on private servers AND KNOW HOW TO alter the config.bin:I didnt like the idea that resistance looked so proffesional when I used the new anims by sanctuary but I wanted West and East to use those. So.. After reading this forum and some small thinking I managed to have separate anims for different sides. that just gave me a great idea; since the civilian side is the only side that ever really needs to conceal pistols, you can make it so that the civie side uses the 1.7 handgun version and the rest of the sides use the 1.7 patrol version. also: sanctuary, i might have asked this already (i don't really remember), but I was wondering if you would consider making the "crouch-ready" anims that normally apply only to units in "aware" mode apply to units in "danger" mode as well. Share this post Link to post Share on other sites
Sovietman 0 Posted May 14, 2005 @sanctuary Hi, I need your help on something: I want to include crouchwalk1.rtm & precrouchwalk1.rtm from Locke_Anims.pbo to my Anim.pbo. How do I have to rename them b4 putting them in? TIA Share this post Link to post Share on other sites
sanctuary 19 Posted May 14, 2005 sanctuary, i might have asked this already (i don't really remember), but I was wondering if you would consider making the "crouch-ready" anims that normally apply only to units in "aware" mode apply to units in "danger" mode as well. The problem is that the AI is "aiming" when in danger mode, and when the AI decide to aim he will be considered in danger mode. If you give the relaxed ready stance in such mode, the AI will never shoot anymore as it will be unable to aim. I want to include crouchwalk1.rtm & precrouchwalk1.rtm from Locke_Anims.pbo to my Anim.pbo. How do I have to rename them b4 putting them in? You can't have them as animation replacement. To use those crouch walk animations, you have to modifiy the config , it is explained in detail some pages earlier how to get them ingame. Or just use Locke mod that has the needed config editing already done. Share this post Link to post Share on other sites
general 0 Posted May 22, 2005 shoting I got a bit tired on that the shotguns don't pump out the shell so I simply made an animation for it and 1 for reloading. the reload anim for far from done I already know that I allso got a bit tired on ofps non recoil pistols, so I made 2 anims for that aswell. and beacuse I hate that when you open a door it just opens itself without you doing a shit. sooooo, I made 2 kick_door anims. 1 for the BIS standing anim and 2 for sanct's kick_door(ver1) <a href="http://www.freewebs.com/maccollo/kicking2.WMV" target="_blank"> kick_door(ver2)</a> they are represented with movies and sorry freewebs I'll give them out in a few days, as soon as I have fixed he reload anim uhh and if I got the description of this topic I'm allowed to relese anims in here aswell aint I? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 22, 2005 They don't look too bad, however, the hand gun recoil isn't needed, I know that the BIS pistols have no recoil, but that is only because they didn't give them any, cause you CAN give hand guns recoil, and many hand gun addons do have recoil (I can't imagine any that don't)... As for the shotgun one, nobody has yet to discover a feasable way to detect a units stance (Prone, Crouched or Standing), so trying to attach the shotgun animation to a script might be a bit buggy. And as for the door kicking, thats a rather good idea now if you could tie it to the actual opening of the door, then that would be awsome. But it does seam that the soldier is somewhat, vulnerable when kicking the door, seeing as how he is holding his gun, I was watching US Marine training stuff on TV and the way they did it was with their weapons in their hands, pointed downward, and of course they didn't run straight in after kicking it open, they get clear as soon as they kick it and let the rest of the squad clear it... ok maybe I got a bit carried away but at least it gives you some ideas Share this post Link to post Share on other sites
general 0 Posted May 22, 2005 I would have been able to fix it... IF I would have been able to use a better program like maya. those 2 anims have 20 frames and 10 of these are in the kick part. also each one of'em took 2 hours to create, don't make me go thrue it again most handgun recoils are almost not noticable in ofp. and I'm freeking tired of being able to shot 10 shots a sec with a pistol. just doesn't seem posible Share this post Link to post Share on other sites
sanctuary 19 Posted May 23, 2005 Quote[/b] ]uhh and if I got the description of this topic I'm allowed to relese anims in here aswell aint I? Of course you can use this thread if you want to release your animation, or you can create a specific thread. At first the purpose of this thread was to be a "center" for animators to release standalone animations , so the user can find them quickly. Unfortunately none other than me contributed there (i think someone release one anim somewhere in that thread, i don't remember exactly who and where), so this thread lost its purpose. So it's up to you to choose to try to "revive" this thread purpose by releasing your animations here or to make another thread for your specific animations if you prefer. --------- That said, your animations look very good, it is a very good job. The added recoil to the handgun animation is a good idea, i think it is possible to implement this animation by using a "fired" eventhandler, that will detect when the unit is firing his weapon and you can then play this anim with a switchmove/playmove. Quote[/b] ]I would have been able to fix it... IF I would have been able to use a better program like maya. those 2 anims have 20 frames and 10 of these are in the kick part. also each one of'em took 2 hours to create, don't make me go thrue it again most handgun recoils are almost not noticable in ofp. and I'm freeking tired of being able to shot 10 shots a sec with a pistol. just doesn't seem posible Welcome to the hell i am going through each time i recieve "suggestions" Share this post Link to post Share on other sites
general 0 Posted May 23, 2005 I think there's some way to detect the unit stance.The engine does it all the time. it has to know if the unit is standing crouched or prone to play the right animation when you press Q or Z for example. the realoding aimation aswell @sanct: I fixed two of your animations. crouch_to_run and prone_to_run. as you see he's rising with both his hands. I tried myself when my legs were at models posision it took more than 5 secs to rise with one hand + holding a weigh on 5 kg in my right hand. and then a machinegun that, most of them, weights more than 10 kg. the kick_door animation was ment for the ecp mod. but I never got an answer from them again so what am I supposed to do? :P :P the shotgun fire animation is ment to to farmland mod... and beacuse crouch and prone isn't needed against zombies that wont be a problem. pronetoruncrouchtorun Share this post Link to post Share on other sites
sanctuary 19 Posted May 23, 2005 The improvement is not very noticable ingame with the crouch to run animation, but it is really better when you look carefully. For the lying to run animation the improvement is really huge (considering my default one was really awfull). Great job on these ones. If you can fix more animations (and there are a tons of improvements that can be made as i see myself a lot of things that are not that good on my animations) you will be able to release a better pack. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 23, 2005 I think there's some way to detect the unit stance.The engine does it all the time. it has to know if the unit is standing crouched or prone to play the right animation when you press Q or Z for example. the realoding aimation aswell@sanct: I fixed two of your animations. crouch_to_run and prone_to_run. as you see he's rising with both his hands. I tried myself when my legs were at models posision it took more than 5 secs to rise with one hand + holding a weigh on 5 kg in my right hand. and then a machinegun that, most of them, weights more than 10 kg. the kick_door animation was ment for the ecp mod. but I never got an answer from them again so what am I supposed to do? :P :P the shotgun fire animation is ment to to farmland mod... and beacuse crouch and prone isn't needed against zombies that wont be a problem. pronetoruncrouchtorun But the OFP engine != scripting   it doesn't really detect it at all, but rather follows a given path. The animations are linked in the config, interpolated is the correct term, so when a unit is crouched, only animations linked to the crouch (if crouch is absent it goes to stand by default, I think) anims, but still there is no reasonable way (yet) to detect a unit's stance ingame. The handgun recoil will only work on AI that are forced to stand up, or else you would have to stand up after every shot  Share this post Link to post Share on other sites