Master_Chief 0 Posted December 3, 2004 i only hope u havent taken it from any xbox game hmm id say to make and general animals pack with realistic animals etc liek bunnys squriels etc lol no I made the model myself, and the textures are from a Morrowind mod. This horse is a one time deal, I don't like animating stuff at all but I've always wanted a horse to ride in ofp. About the release date, I don't know exactly when it will be done, but it isn't a huge project so It shouldn't take forever to do. One thing that could help me out is if someone could find a good picture of the bottom of a horse's hoof, taken at an angle that would make it a good texture. It doesn't matter if it is shoed or not. Share this post Link to post Share on other sites
NeMeSiS 11 Posted December 3, 2004 find a good picture of the bottom of a horse's hoof, taken at an angle that would make it a good texture. It doesn't matter if it is shoed or not. like this? Â EDIT: mhm, i always thought it had a U shape.., this looks like a V... well, the internet is always right! Share this post Link to post Share on other sites
Silent N Deadly 0 Posted December 3, 2004 Look here. Good resourse and many pics. Hope it helps. Share this post Link to post Share on other sites
reedkiller 0 Posted December 3, 2004 now theres something i do know about, I have trained to be a farrier (the guy who puts shoes on horses :P ) Share this post Link to post Share on other sites
Master_Chief 0 Posted December 4, 2004 Thanks for the pic, guys Just a little update... I have come to the conclusion that simply setpossing a unit on top of the horse is useless. It will never work correctly, and it makes it useless as a combat unit. The soldier can't aim and has to rely on the horse to accidentally face a target. However, this is irrelevant, as I have found an even better way of doing it. It solves all the aiming, weapon and collision bugs, and actually simplifies scripting a bit. Basically, I made an invisible turret for the rider to sit in, and the turret is setpossed to the horse. Now the main thing is that you can limit the movement of the turret, so the soldier can have like 30 degrees of movement on each side of the horse. The other important thing is this means that the soldier can have a nice riding animation as well as get it/get out animations. You can also get in and out like you would any other vehicle. The neat thing is that when you get in the turret, a script transfers your soldier weapons to the turret, so you can still use any weapons you want! Anyways, the horse is working very smoothly now and it is looking to be a complete success. I've been modding for a long time now and I always told myself that a horse was too hard, but here i am watching horses walking around with guys riding and shooting. Is there anything ofp can't do? Share this post Link to post Share on other sites
stevevcb 3 Posted December 4, 2004 Nice work. I'm looking forwards to going charging into the fray on horseback, waving a six-shooter around, then probably getting my horse shot through by an RPG-7 Share this post Link to post Share on other sites
tsalagikola 0 Posted December 4, 2004 about the script i am working on a project i need a special gun on a wall but my scripting really stinks how could i get it done Share this post Link to post Share on other sites
POPKA 0 Posted December 4, 2004 Quote[/b] ]too bad that wild west mod died... who says it died it might just be unreleased Share this post Link to post Share on other sites
desantnik 0 Posted December 4, 2004 Lets see some pics Master_Chief! Share this post Link to post Share on other sites
reedkiller 0 Posted December 4, 2004 . The neat thing is that when you get in the turret, a script transfers your soldier weapons to the turret, so you can still use any weapons you want! !!!!!!! Woo & YaY !!!!!! How did you do that? can the rider still be shot? Now we can have fox holes etc! Share this post Link to post Share on other sites
MrZig 0 Posted December 4, 2004 Quote[/b] ]Lets see some pics Master_Chief! Or a movie? ;) Share this post Link to post Share on other sites
h - 169 Posted December 4, 2004 Now we can have fox holes etc! Eh... Correct me if I'm wrong but this thing still does not dig holes in OFP terrain... Share this post Link to post Share on other sites
reedkiller 0 Posted December 4, 2004 Now we can have fox holes etc! Eh... Correct me if I'm wrong but this thing still does not dig holes in OFP terrain... yes, but a script transfers your soldier's weapons to the turret means that you could have a fox hole as a static tank wich you get in. Once in only the top half of your body is shown above ground and you can fire useing your weapon. A nice modle and textures can hide the fact that there isnt really a hole Share this post Link to post Share on other sites
bigus_dikus 0 Posted December 7, 2004 this is really fantastic stuff guys! phil.. smoke .. and master you folks are the best. i'm hoping your work will help out the civil war mod guys, as i've been waiting for this mod for a while and it wouldnt be the same without cavalry. keep up the good work! bigus Share this post Link to post Share on other sites
bigus_dikus 0 Posted December 7, 2004 oopps sorry mig honorable mention to u too Share this post Link to post Share on other sites
philcommando 0 Posted December 7, 2004 er...my development is going real slow and one word - crap!..lol!!! BUT the good news is.........Master Chief is dah man..i'll bet his horse and rider is ready to roll anytime now. Perfectionist that he is, i guess he is only touching up on the final details. Its truly a significant breakthru, just looking at his research notes, it should be a go. Congrats, MC!..nothing like thundering hooves of a calvary charge in the ofp world with guns 'a blazing! Share this post Link to post Share on other sites
commando9903 0 Posted December 7, 2004 sweet, next thing we need is a " The Good, The bad and the ugly" mod. Share this post Link to post Share on other sites
tsalagikola 0 Posted December 7, 2004 you know the civil war mod will be great too Share this post Link to post Share on other sites
Master_Chief 0 Posted December 7, 2004 grrr...I'm having trouble with this invisible turret thingy. At first I couldn't get the original weapons removed from it and the new weapons couldn't be added. Then I discovered that If I don't give it any weapons from the start it works fine. Even the different burst modes work! However, right now the AI won't fire from it, they get in and they can aim at targets but they won't fire. I guess I've got some figuring to do, so wish me luck! Share this post Link to post Share on other sites
desantnik 0 Posted December 7, 2004 I wish you all the luck in the world...maybe you could get some folks to look at the scripts with you? Two heads are better than one... Or summon kegetys! omg christmas smiley is back! Share this post Link to post Share on other sites
reedkiller 0 Posted December 8, 2004 Or summon kegetys! Oh! Great and good Lord Kegetys We humble gamers call to you Rise forth from thine kingdom of code Where thow art harried by missing brackets Come unto us in this time of want Bow for us the chains of game limitations And show us the light of you'r sageness We humble gamers call to you Good Luck Master_Chief!!! Could you force the AI to shoot with a script in the mission? Share this post Link to post Share on other sites
philcommando 0 Posted December 8, 2004 turret weapon thingy:- I once experimented making use of the static mg. instead of mounted mg, i mounted a rpg. it worked fine. I left the memory points alone, remove the mg at resolution LOD and created a rpg model. Config, changed the weapon classes. Ingame it became a static rpg. Drawback was when the 'driver' left the static rpg, the rpg is left hanging in air!...but back then, the developement of setobjectexture was not generally known, otherwise each time the driver getout, an eventhandler will make the weapon 'disappear'. Ai behaves strangly most of the times, but most of the time, a lil' tweaking in the config's threat[]= and unitinfo will do the job to get him off his ass and shoot. All the best, MC and others working in this developement. Share this post Link to post Share on other sites
Master_Chief 0 Posted December 8, 2004 I fear that it is something more sinister than that, even if I add the original weapons back to it in the mission editor, the stupid AI still won't fire. The player can use it no problem, which is really wierd as I thought an AI would fire any weapon you gave it access too. Share this post Link to post Share on other sites
philcommando 0 Posted December 8, 2004 i guess AI will fire only at the threat level set in the addon's config,for example, bis ai soldiers will never fire at the tank or air class vehicle, being smart gentlemen, they prefer to shoot on equal basis..anything bigger, heck! turntail and run!...therefore the only way to get our own addon soldiers or tanks, to fire is to set the config threat[] = {1,1,1}. Anything that moves, they fire! Share this post Link to post Share on other sites