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philcommando

Horse with rider

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Impressive work on those horses Master_Chief smile_o.gif They look just perfect wink_o.gif

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Kaitnieks:- if the chopper is a released addon, chances are its gonna need some nifty scripting, which is beyond my scope.

However if its not released yet, there's still hope in playing around with the MG's geometry and LOD OR the location of the chopper's central axis. I'm still experimenting now.

Studying the attachcargo, its all about the offsetting of xyz axis in relation the the central axis of the carrier model. It follows every turn -------the cargo calculates its co-ordinates base on the central axis of the carrier. When the carrier turns eg, 45 degrees, the cargo x and y turns 45 degrees too, but it seems only the x and y co-ordinates work 'anglely' ----how come the z axis doesnt angle?....damn!! i should have paid attention in class during trigonometry instead of on the curves on the lady lecturer tounge_o.gif

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anyone know where i can find this script?

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ok..here's smokedrib's post:-

Quote[/b] ]Here is the script i use to create a vehicle with extra weapon stations. I created a atgm stryker using this script.

First I created the stryker with a machine gun as its weapon since its a wheeled vehicle. Next I created a seperate atgm vehicle with a gunner in it.

In the code of the atgm vehicle I put the following line in the init field to call the script, which was named skippy.sqs. Stryker1 refers to the carrier vehicles name, so name that whatever you name your vehicle you want to attach the weapon to.

[ stryker1, this, [ 0, -2.1, 2.1, 0 ]] exec "skippy.sqs"

Play with the numbers to position the weapon exactly where you want it on your vehicle. With these numbers I put my atgm on the correct spot of the stryker.

Since this is a seperate vehicle now the stryker can have 2 gunners, and the missle fires missles, no more silly explosive bullets on wheeled vehicles. This script will work with any vehicle. So you can mount a machine gun on a truck for example and position it correctly.

When the main vehicle drives around the attached vehicle (weapon) will stay positioned and drive with the main vehicle, its pretty cool.

Code Sample

;// Carry a unit on another unit, maintaining relative offset and azimuth

;// [ carrier, cargo, [ offset.x, offset.y, offset.z, azimuth ]]

;// Carrier that carries cargo [object]

_carrier = _this select 0

;// Cargo carried by carrier [object]

_cargo = _this select 1

;// Cargo's offset (from carrier's origin) and azimuth [4-vector]

_co = _this select 2

;// Init

_co_x = _co select 0

_co_y = _co select 1

_co_z = _co select 2

_co_a = _co select 3

endCargoSession = false

#loop

;// Get carrier's position and azimuth

_pos = getPos _carrier

_dir = getDir _carrier

;// Rotate cargo's position around carrier's z-axis

_sind = sin _dir

_cosd = cos _dir

_cargo setPos [( _pos select 0 ) + _cosd * _co_x + _sind * _co_y, ( _pos select 1 ) + _cosd * _co_y - _sind * _co_x, ( _pos select 2 ) + _co_z ]

;// Set cargo's azimuth relative to carrier's

_cargo setDir ( _dir + _co_a )

~.01

? (!endCargoSession) : goto "loop"

@endCargoSession

exit

Here is a picture of my atgm stryker with the missle object. The ATGM isnt textured yet but you can see a sample of what you can do with this script.

...smokedribs

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thanks very much i couldnt find it anywhere and everyone else seemed to have it other than me, time to compare to the rhs one me thinks smile_o.gif

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If nothing more works at least we will have nice cutscenes with horses and riders tounge_o.gif

Sample movie here

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Kaitnieks:- if the chopper is a released addon, chances are its gonna need some nifty scripting, which is beyond my scope.

However if its not released yet, there's still hope in playing around with the MG's geometry and LOD OR the location of the chopper's central axis. I'm still experimenting now.

Studying the attachcargo, its all about the offsetting of xyz axis in relation the the central axis of the carrier model. It follows every turn -------the cargo calculates its co-ordinates base on the central axis of the carrier. When the carrier turns eg, 45 degrees, the cargo x and y turns 45 degrees too, but it seems only the x and y co-ordinates work 'anglely' ----how come the z axis doesnt angle?....damn!! i should have paid attention in class during trigonometry  instead of on the curves on the lady lecturer tounge_o.gif

Indeed the addon is a unreleased MH53J and I would be happy if you could take a look at it on what you could do on it, if you want it i'll send it.

Thanks smile_o.gif

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loool until the release from flashpoint 2 you all bring the old one engine to 1.999999999999999999999999999999999999999999999

:-)

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prahaps BAS allredy has OFP 2 to version 2.999...

I'm intrested in animating a horse if amyone has one that needs animating.

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Some time ago I saw Deer Hunter 2005 demo. This game is boring, but has the best horse animation as I now.

HORSE1.jpg

HORSE2.jpg

HORSE3.jpg

Maybe it's possible to use some good things from this game in us good OFP or it will be helpful in your work ?

You can find it in this place.

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a little off-topic (sorry Philcommando)

tank mg turret

place the pbo files in your addon directory and the 'multigun1'

subdir in your OFP>Users>yourName>Missions subfolder and check

out the mission Everon>'multigun1' in OFP editor.

Do not complain about lack of shadows, crappy models etc.

The tank is a BIS M1A1 and the turret a modified BIS M2.

This is intended as a test platform only. Rip it off and take what

you want if you deem it worthy, no credit for me needed (just

remember the others).

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SILESIAN thanks,

I have sets of photographs and anotomical drawings that are great for animations in OFP......anyone want a horse animated?

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a little off-topic (sorry Philcommando)

tank mg turret

place the pbo files in your addon directory and the 'multigun1'

subdir in your OFP>Users>yourName>Missions subfolder and check

out the mission Everon>'multigun1' in OFP editor.

Do not complain about lack of shadows, crappy models etc.

The tank is a BIS M1A1 and the turret a modified BIS M2.

This is intended as a test platform only. Rip it off and take what

you want if you deem it worthy, no credit for me needed (just

remember the others).

on moments like these i just love OFP..... tounge_o.gif

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Thanks Phillcommando and Master_Chief.

I implented it now to My littlebirds but I'm afraid of one thing: When the chopper turns the Soldier doesnt stays on the forced seat ( I know this is cause it's not a offical Cargo proxy ) But could this be fixed with a fake cargo proxy? Cause it look's ugly on the Littlebirds when you turn you see the soldiers stay at the same pos as they where placed by the script. Maybe a X,Y check? I'll go and expiriment more with it hope you could anwser me soon.

Here are some Pictures:

dude_sweet.th.jpg

(Here you can see my littlebird addon with a unreleased SFOD addon using the script and the normal bis anims)

dude_sweetness.th.jpg

(Here you can see the same Littlebird but now a HYK Sniper unit, but this time I aplied my Animation to the Cargo seat and now you can see it looks much better but still not there!)

Thanks man this is what I was waiting for smile_o.gif now if some one could help me with the last bugs it's done then.

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I dunno if anyone has asked this already, but how do the AI react while using this script??

Do they shoot from moving vehicles as the human player would??

Cause this would be great...especially for some nam type missions.

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Kaitnieks: all i can say is we gotta wait for Master Chief's script, i believe there are tremendous improvement over smokedribs and will torch the way addons will be created in the future.

adrenaline red: the AI shoots better than the human player using the script cos they seem to have more horizontal angles to fire than the human player who has none and can only shoot straight, up or down and depended on the vehicle to align for a shot. However good news is that Master chief has found a way to solve it.

sa8gecko:- good job and thanks sa8gecko. What u have done and freely shared will help the addonmaking community for years to come.

Mig: cant see your video, seem to have a codec problem. Thanks for your horse, great rider position, though the horse's movement err...perhaps we can improve on it further or see how others can help to make it more err...inline with a real horse?

reedkiller:- YES!!!!!!!!! and THanks!!!...what do u need to help us?....Master Chief and bobcatt has basic horse models...Mig has one but it's config as a vehicle...mine is based on the human figure but with duplicate legs selections.

And if its not too much of a bother..do u think u can make for us a static sitting shooting position like the default standing shooting position?....it would be excellent to use this figure to be seated onto choppers, cars, etc and shooting out using script.

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reedkiller:- YES!!!!!!!!! and THanks!!!...what do u need to help us?....Master Chief and bobcatt has basic horse models...Mig has one but it's config as a vehicle...mine is based on the human figure but with duplicate legs selections.

And if its not too much of a bother..do u think u can make for us a static sitting shooting position like the default standing shooting position?....it would be excellent to use this figure to be seated onto choppers, cars, etc and shooting out using script.

OK Philcommando, if you can send me the horse files REDY FOR ANIMATION than i will do my best to animate them. It may take some time as my experiance is limited to a few civilian animations - people celebrateing, crying, getting angry (unreleased) and editing MiG's Mule so that it runs a bit better, but I will be more than happy to give it a shot - I'll get working on the sit shoot animation pronto. You want a guy sitting down as if on a chair with his gun raised and redy to shoot right?

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yes! reed...just sitting down pose and aiming with handguns and rifle straight..cos with smokedribs script we can face him in any direction, and furthermore the default bis model can turn about 20 degrees left or right on its own. I believe this pose will be more suitable for vehicles. For horses currently the default standpose would be good enuff till someone else wanna improve on it. If not, Mig has a great rider pose...er..as long as u use only one rider on the horse!tounge_o.gif Kidding Mig, great job there!

Master-chief and bobcatt,care to send your high quality horse to reed? That would at least free u both on your projects, the Halo and the much anticipated Civil war mod..i am not sure how READY an animated horse will be, but as a stopgap measure, i will also send my horse with the duplicate legs selection cos it comes with the memory points, perhaps it will help. But we should and will leave the final decision to u on which horse u will wanna use and release, cos u the guy thats gonna do the difficult part. Where can i send it over, reed? give me a few hours to brush up on my horse model. Thanks again. Best regards.

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The horse I got has no skins and kinda high in pollies I ran it in a reduction program and it scaled down fairly ok, but couldn't save it. I rather send to you PC them you can better control where it goes, because this is yors and Master Chiefs project. Reed can PM me to give me contact point to recieve the model via email, "Best hurry just started a new job and it will be diffcult to contact me for the next three months.

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Something like this Philcommando?

I cant work out how to allow the player/AI to shoot like this, im not good with config files, and the human player can spin round on the spot if he moves the mouse.

Comments Phillcommando?

BTW: I know it has a few bugs atm, I am working on them ;)

AnimLet.jpg

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WOW!!!! thats fast, reed!..WELL DONE!!!!!!!!...this gonna be useful for guys who wanna shoot from land vehicles. For choppers will have to wait till the z axis of the attached scripts are licked.

At least now sitting down security guards can just shoot yer face off if u so much as give em the nasty eye or u double cross em at a card game tounge_o.gif

Do u want that soldier to be a separate addon with that stance feature or u prefer it to be part of an animation to be replaced in the original ofp pbo file? Cos i could give u a new cfgmoves with that stance to replace anyother stance or as a new stance. What do u other folks think?

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Best have it as a new stance I think.

Heres the config I'm useing, but why can he not shoot?

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

{

class NewMove

{

units[] = {};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgMovesMC

{

class Default {};

class StandBase: Default {};

class States

{

class Chairshoot: StandBase

{

actions = StandTalkActions;

file=\Letum_anims\Chairshoot.rtm;

speed = -10.0;

looped= false;

soundEnabled=false;

disableweapons=0;

duty = RestDuty;

enableMissile = true;

interpolationSpeed=1;

connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};

connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};

interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};

};

};

};

Edit: Hehe anyone notice my piss poor frame rate in the Screen shot above? tounge_o.gif

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I wonder how this combines with close combat weapons tounge_o.gif

*Pathy dreams of MP jousting comps tounge_o.gif *

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low framerate?..could it be due to a laggy island u are using to test?

As for the no shooting, i notice u are using the standbase default..

Checking against the config 190, the default for standbase is:-

limit gun movement = 0 //no

aiming = "aimmingno" // no aimming

disableweapon = 1 // yes to disable

disablelongweapon = 1 // yes to disable

perhaps u might wanna switch these values?

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