Rommel 2 Posted April 1, 2005 Recently I have made a addon that uses General Barrons handsignal animations to make basic troop orders through the action menu. Quote[/b] ]1/04/2005 //Handsignals v1.14 by Rommel, Major of 1st Commando Regimennt of AustralianSpecialForces //Animations by GeneralBarron //http://ASF.ofpcentral.com - AustralianSpecialForces@hotmail.com //Email me at RommelvonRichtofen@hotmail.com To use put this in the players init. GroupName = Group this; [this,GroupName] exec "\handsignals\init.sqs" Download here: Handsignals v1.14 by Rommel [16kb] (BROKEN) EDIT: New version released. Visit this thread http://www.flashpoint1985.com/cgi-bin....y712338 Share this post Link to post Share on other sites
.pablo. 0 Posted April 1, 2005 sounds good, checking it out now... Share this post Link to post Share on other sites
ag_smith 0 Posted April 1, 2005 Handsignals v1.14 by Rommel - Fixed link  Share this post Link to post Share on other sites
Messiah 2 Posted April 1, 2005 spaces dont matter... it was what i said, i'm pretty sure anyways... downlaoding now Share this post Link to post Share on other sites
Rommel 2 Posted April 1, 2005 spaces dont matter... it was what i said, i'm pretty sure Cool, but thats what fixed it, for me anyways. Thanks anyways. Enjoy The addon people. Share this post Link to post Share on other sites
Placebo 29 Posted April 1, 2005 Works really well, without being too harsh the animations need a little tweaking, often the head gets shrunk when it turns which looks odd, maybe Sanctuary could be persuaded to check them out? Share this post Link to post Share on other sites
Jmaster33 0 Posted April 1, 2005 I like it yeah, good implementation. Simple and easy to use. Couple of suggestions though: 1. It's been said but animations need a little tweaking, be good if Sanctuary could take a look at them, possibly make a version compatible with his anim pack? 2. With hold fire and open fire, the radio still says it as well so it kind of takes away from the purpose of the hand signal. If there is any way to remove that, that'd be good. 3. Final thing, troops can acknowledge your hand signals when they are 300m in front of you and looking in the opposite direction. Not sure if this is fixable. Share this post Link to post Share on other sites
Rommel 2 Posted April 1, 2005 Yup all bugs easy to fix, Animations I cannot do so I'll need a 3rd Party such as.......... SANCTUARY or the author himself General Barron. The distance is easy, and I noticed a small bug in the advance thing. I will add to the code enableradio false so that you cant hear him saying in orders. Then it switches back so that you can do normal things again. Thanks for the feedback. Going to sleep now will work tommorow. Share this post Link to post Share on other sites
Gordy 0 Posted April 1, 2005 Is there a way to implement this addon into existing compaigns? Cold War and Resistance? Share this post Link to post Share on other sites
Rommel 2 Posted April 2, 2005 Is there a way to implement this addon into existing compaigns? Cold War and Resistance? Yes . But you rarely have control over squads in the first campaign. I also have given thought to perhaps trying to find out if the group leader gives a command via radio menu, and if enemys are near they can hear it. The next handsignals version might take a bit longer as I might add custom formations to it. If someone can or General Barron can fix those animations I'll add them to the credits. . Possible New Features: [Orders Menu] - [Movement] - Advance. Halt. Take Cover. - [behavior] - Combat. Safe. Aware. - [Formation] - Return to Formation. Column. Wedge. Line. - [Engagment] - Fire. Cease Fire. Scan Horizon. [Close Menu] Share this post Link to post Share on other sites
Sepe 1 Posted April 2, 2005 And we need a "Stand up" signal too. When you tell 'em to take cover, there is no way getting them up again. (Well, the radio menu of course) Share this post Link to post Share on other sites
Blanco 0 Posted April 2, 2005 Rommel, Wow, this is great man. Â I love it! Would it be possible to select some of your men and give the orders only to them? I think you can do this only combined with onmapsingleclick, but maybe you guys know an alternative way? Suggestion : - Include the Rush & retreat script in the ENGAGEMENT submenu (also by General Barron) - Maybe the Set perimeter script by Grendel. (typo in first line, has to be _pgroup instead of pgroup) - Â Fire at lead (by me) **edit** I've checked the scripts and imo the advance script could be done better this way : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _leader=_this select 0 _squad=_this select 1 _leader SwitchMove "hs_move" ~3 _cposx = getpos _leader select 0 _cposy = getpos _leader select 0 _dir = getdir _leader _dis = 150 {_x SetBehaviour "COMBAT"} ForEach Units _squad "_x domove [(_cposx) + _dis * (sin _dir), _cposy + _dis * (cos _dir)]" ForEach Units _squad _leader Action ["WEAPONINHAND"] _leader SwitchMove "Crouch" This way the group will advance in the direction the leader's currently watching. But they will still pile up at one spot. Share this post Link to post Share on other sites
sanctuary 19 Posted April 3, 2005 Rommel, watch your private messages. Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 All idea's will be considered and most probably used. I am going to make a compatible version with Sanctuarys Anims as Sanctuary has been nice enough to offer handsignal animations that work with his pack. Thanks Sanctuary. Definite Features: [Orders Menu] - [Movement] - Advance. Halt. Take Cover. - [behavior] - Combat. Safe. Aware. Prone. Stand. - [Formation] - Return to Formation. Column. Wedge. Line. - [Engagment] - Fire. Cease Fire. Scan Horizon. Rush .Retreat. [Close Menu] Quote[/b] ]And we need a "Stand up" signal too. When you tell 'em to take cover, there is no way getting them up again. (Well, the radio menu of course) New actions in behavior added. The fire when I fire idea is good, but you have hold fire and open fire already so, rather than having an action doing the same thing as 2 existing actions already can do. This is a script that creates a perimeter around the leader or? Quote[/b] ]Maybe the Set perimeter script by Grendel. (typo in first line, has to be _pgroup instead of pgroup) The new version will be out during the week unless a reason is given. Sanctuary your name will be in the version with your anims, not in the one without you anims. Cause you wont have really anything to do with the GB ones. Suggestions are all taken in so feel free, if there is anything you'd like to have improved that isnt mentioned just ask. Share this post Link to post Share on other sites
Blanco 0 Posted April 3, 2005 Quote[/b] ]This is a script that creates a perimeter around the leader or? Yes, it does. Works perfect and I already implented the script in your addon to test (for personal use) Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 Quote[/b] ]This is a script that creates a perimeter around the leader or? Yes, it does. Works perfect and I already implented the script in your addon to test (for personal use) Ok. I'll implement that as "Setup Perimeter" in Behavior (where else?). Anyone can edit/modify this addon but if you plan to release please ask me and include me and general barron, or sanctuary (for later version) in the readme/credits. Quote[/b] ]- Include the Rush & retreat script in the ENGAGEMENT submenu (also by General Barron) This is a very nice script GB. . Its like an advanced advance, or a rush. Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 Hey! I'm currently tweaking General Barrons animations, I am learning how to do it, had a bit of fun with stretching the head 200 m around and round till i found out i had wrong component selected, now I am making the animation smoother and your head doesnt flatten. EDIT: Regarding the after you do the animation you stand up, I can either make it stand up or prone. Share this post Link to post Share on other sites
Jmaster33 0 Posted April 3, 2005 How about one that orders half of the team to flank? I don't know if that's possible or not. So like you'd be firing at an enemy then you'd give the signal and the team would split in half and the other half would work thier way around. Just an idea. Dunno if it's possible. Share this post Link to post Share on other sites
dob 0 Posted April 3, 2005 realy nice work :-) like swat style -dob- Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 How about one that orders half of the team to flank? I don't know if that's possible or not. So like you'd be firing at an enemy then you'd give the signal and the team would split in half and the other half would work thier way around.Just an idea. Dunno if it's possible. Only way I know how to do that would be to make 4 people somehow leave the group, do the task, then rejoin. Version 1.5 will be out at 2am hopefully AEST (30minutes from now) Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_leader=_this select 0 _squad=_this select 1 _leader SwitchMove "hs_move" ~3 _cposx = getpos _leader select 0 _cposy = getpos _leader select 0 _dir = getdir _leader _dis = 150 {_x SetBehaviour "COMBAT"} ForEach Units _squad "_x domove [(_cposx) + _dis * (sin _dir), _cposy + _dis * (cos _dir)]" ForEach Units _squad _leader Action ["WEAPONINHAND"] _leader SwitchMove "Crouch" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cposx = getpos _leader select 0 _cposy = getpos _leader select 1 You forgot to change the cposy to ....select 1.... It wasnt working till I changed it. Share this post Link to post Share on other sites
Placebo 29 Posted April 4, 2005 Obselete, use this thread Share this post Link to post Share on other sites