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philcommando

Horse with rider

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That's spiffy then.

I thought maybe it was done in a way where the player was the horse and the guy was just attached to it like a turret on a vehicle.

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OMFG! Trying it out right now! HAHHAAA my Union cavalry men have been needing a horse for  awhile now!  biggrin_o.gif

Oh by the way Miles Teg your egyptian border guards could use a camel to patrol the borders with.  wink_o.gif

Nah, they upgraded from camels to Toyota. smile_o.gif

If I find a good camel model/textures we'll at least get an animated camel.

As for this horse, while it has its limitations, it still would be fun to make a SF-Afghanistan mission simulating the exploits of General Dostum's militia and US Special Forces on horseback. In one of the real life battles they even did a calvary charge... something extremely rare in modern combat.

But of coarse the best use of this addon is in the Civil War mod. I hope that the CWM team customizes this addon and gets it working with the calvary men with a few different units and maybe with a custom animation so that the rider is sitting up straight and with the rifle closer to the back.

Also I hope that Philcommando continues to work on this horse. It really is a big break-thru in OFP.

Congratulations Philcommando!

Chris G.

aka-Miles Teg<GD>

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lol!..Thanks for the responses. Its no major breakthru, nothing spectacular, just a continuation of the developement pioneered by others in other addons. Credit to the community.

My purpose in releasing this addon early is to assist others to further develope the horse concept, cos once it's perfected (if its possible to be better than the developers, which i seriously doubt so! :-O ), the methods can be use for other addons, for example - tigers, dinosaurs - rotation scripts on the jaws with a fired eventhandler to simulate eating up objects.

The next critical developement would be:-

1. Use of a rider static animation to have a proper rider stance. Would be better if an animation stance is created so that all other addons can use instead of custom rider.

2. Major code rewriting on the rider with gun so that he can relax his arms while moving. Currently the idea would be thru the fired eventhandler to play a gun-ready animation.

3. legs - double animation on 1 part other than man class is near impossible - to have the legs bend in the middle - but then what man make, another can improve on it...but beyond me for now.

4. Reversing - a new script to detect the reverse and animate the legs without conflicting the main rotation script.

As it is, i am not sure if it is a useful addon, and i believe the next upgrade gonna be long in comming :-P.......till someone else improves on it and develope a better breakthru, have fun :-)

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To modify:-

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As horses can be used for a variety of mission, i created an universal rider, the soldierB series. However i made it easy to modify to suit the rider unit to your mod of choice.

In the config:-

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(A. Horse with rider) - PC scout horse

1. Look under cfgVehicles:- PChorse3 - crew ="soldierWB"

2. Change the "soldierWB" to the class of your choice addon unit - eg "SoldierSaboteur".

3. Do not change any other parameters unless u know what u are doing, otherwise u may get different results.

4. Do the same for PChorseW2 - the enemy side.

(B. Rider with gun ready horse) - PC charger horse

1. Open up PChorse16.p3d in 02

2. click on rider2 selection.

3. click on key 'E'.

4. U will see the entire rider is made up of 1 pic - man2.paa.

5. Use your software program and try to keep the image of your own soldier image to the positions on the pic - face, shirt, pants, etc.

6. Apply your texture to this unit thru 'E' key, keeping the name the same for resolutions and view pilot lods.Save it.

7. Do the same for PChorse17.p3d - the enemy side, but remember to use a different texture but same name - man3.paa.

8. Open up  horserider2.p3d.

9. follow steps 2 to 6 - use your modified man2.paa

10. Do the same for horserider3.p3d - the enemy side.

11. compile the addon and ingame, you are ready to go for your mod.

Basically, for (B), u can forgo the 11 steps - just modify the textures - man2 and man3 paa.

Further modifications are possible, eg - the weapon thru the config. Feel free to modify and release it under your name, cos i believe this way will cut short the developement time of mods to be used for other projects.

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Thoses needing animal models can contact me via PM and I'll send em, will need textures through..

Now starts the betting pool on all the moaners who bitched to get the addon released early, then gripe because its not perfect.. ;0

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Damn! I just completed my first mission of my "Desperado" campaign and now you release this! Damn... Well, i guess I'll have to put the bank robbers further away from their target smile_o.gif

Great! Testing now!

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I saw some screenshots of this over at WWIIEC, with ACW units and WWII Cossacks. This horse is great, a lot of people are very excited about it!

The one thing I haven't seen in a screenshot, can AI units fire FROM this horse while mounted, in motion?

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Excellent work, Philcommando! We were waiting for horse for years and at last we got it! Many thanks! biggrin_o.gifbiggrin_o.gif

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yo, the Jurrassic park mod has some interesting animations of the four legged genre.  check it out and yeah

you cant mount those dinosours...  wink_o.gif

Quote[/b] ]The one thing I haven't seen in a screenshot, can AI units fire FROM this horse while mounted, in motion?

yup

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yo, the Jurrassic park mod has some interesting animations of the four legged genre.  check it out and yeah

There's a Viet Nam oxcart now, too!  crazy_o.gif Ah, Herr Vader beat me to it!

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horse341aw.jpg

This is only a beta version. The riders in the above pic does shoot as it charges forward. U can getin and getout only that u cant use other soldiers to ride it as the rider position is customised.

Detected flaw:

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1. 100 of these units on a map INDIVIDUALLY has no problems and it reacts to its enemy accordingly as per BIS config, however should u link 2 or 3 of them together, u get weird and slow movements espacially the horse with rider. U many have to unlink them and give them individual waypoints instead.

2. Both types of horses have problems going up steep slopes, (more so with horse speed realistically toned down) as per original BIS type vehicles, so u will have to make detours and never put waypoints across high hill features. It will choose roads over vegetations where possible.

3. The charger horse is based on BIS type vehicle engine, as a result, should u be the rider, u will find the horse tend to simulate engine shake. I suspect this is due to the thin horse geometry and would have to make the base bigger for better stability.

Animation:-

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Do understand that it took 2 yrs to develope this ofp community horse and only after hardworking and talented addonmakers and scriptwriters sowed the seeds. Looking back, if we had the developement back then, this horse would have been made 2 yrs back. The concepts were there, we are still using the same ofp1 engine..sigh..but back then, no one believed horses were possible.

Inverse kinetics is still not possible in 02, therefore to have a full horse leg animation may not be avaliable for the moment,but then, i have the greatest faith that the talented multi million international community will perhaps come out with and add kinetics and time frame animation into 02.

Some say wait for ofp2, but then, what would ofp2 be like?...it may not be the heaven as we imagine or it could surpass all games genre beyond our imagination. Whatever the outcome, i always believe the heavens help those who help themselves - we may grow old with cobwebs growing over our rotting bodies while waiting.

No efforts will be wasted in the event 0fp2 comes out better than what we can achieve, for whatever was done, will be learnt one way or another that will stand us in good stead to improve further anything that comes our way. All the best! smile_o.gif

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is this thread dead or what?

and yes I need to shoot when Im riding a horse.

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