sanctuary 19 Posted February 9, 2006 Philcommando nice close combat system do not use animations from OFPAnim, all is done in the model itself. Unpbo and look in O2 how is done the barbarian model from Philcommando, then look at his script, you will understand how it works. But that mean you will have to edit all the models capable of hand to hand combat , if you want to implement this close combat system you saw in Philcommando addon. So be sure to back up what you have, in the case you decide after implementation that it is not what you wanted. Share this post Link to post Share on other sites
Folgore is back 0 Posted February 9, 2006 yes i noticed that I did other two pair of arms but the probles is that if you equip another weapon like a rilfe and you shoot the arms keep going up and down like when the model attacks..now how can i force the model not going up and down with the two arms and just with the left arm?? because when the soldier perform the attck melee the original arms became invisible and appears the two arms added in the model... is it possible just moving only  the left arm and keep visible the left arm that is equipped with the rifle?? it is something in cpp ?? or in the sqs?? about the back up i sent the rar to spqr like usual . so i can work on them without problem Share this post Link to post Share on other sites
sanctuary 19 Posted February 9, 2006 For moving only 1 arm, i guess all is a matter of selection in O2 , and so defining them in the config.cpp Actually, the best solution for your problem is to contact the author of this close combat system, Philcommando. Being the author of this nice concept, he should know better than everyone how to adapt it to your current project. Send him a PM by his profile Share this post Link to post Share on other sites
quiet_man 8 Posted February 9, 2006 @Folgore You need to check with phil, but it sounds complicated and I don't like compicated stuff, always makes trouble close range weapons are selected and fire like normal weapons, right? You can add "fired" eventhandler to close combat units which plays a cc script for the unit e.g. like used for backblast damage addons the script checks if/which cc weapon is used, plays via "switchmove" animations and sets damage to units, it could even implement complex attack pattern dependend on the firemode (single strike/swing/blood rush), like attacking every (enemy) unit in certain area and this should be compatible to AA as is uses only standard functions quiet_man Share this post Link to post Share on other sites
spad 64 Posted February 9, 2006 teminator model come directly from dawn of war so if it worng it is not my fault but the problem is i have to resize some part to have a good walking animation, otherwise the terminator will have strange walk anim so .... the titan is the second P3D i done after the tunderhawk i work with the forge world model but i don't have blue print so i do what i can and finaly i prefer mine than the smallest forge world model the warhound is a titan not a big dreadnought. dreadnought is resize now and much bigger my time is finish for modelling, now it is the scripting and ccping time (all help is welcome especially for making laser or multi turret script, contact spqr for any help h 's the ccp and script boss for now) Share this post Link to post Share on other sites
Folgore is back 0 Posted February 9, 2006 philcommando didn't answer . So it is a cpp problem?? well I don't know how to change that. anyway  when  shooting both pistol or rifle ...the model perform that action with the arms going up and down. it is a fire effect when shooting. i need to stop one arm the left one and make perform the action only one arm. technically there is someoen that could change that ?? or otherwise post the correct cpp strings to change in the rearm.sqs and swordhand.sqs under script folder of the pc barbarian.pbo please ??!! Share this post Link to post Share on other sites
Carlen 0 Posted February 10, 2006 well that was the nail in the coffin for my addon making career... Darn. Share this post Link to post Share on other sites
quiet_man 8 Posted February 10, 2006 philcommando didn't answer .So it is a cpp problem?? ha...bbbrrrrr I'm not an animator, my best gues is the animation is included at the O2 model and the script just triggers it so you need create an according animation for the model like you want it. makes this sence? quiet_man Share this post Link to post Share on other sites
Folgore is back 0 Posted February 10, 2006 I found this in the cpp and the rotation is referred to the arms but what makes the original p3d arms model disappear??? : Â Share this post Link to post Share on other sites
quiet_man 8 Posted February 10, 2006 I found this in the cpp and could it be the Canhidebodies=1 : no, your on the wrong way canhidebodies allows OPS players to hide dead enemies I have taken a closer look and it was indeed done like I suggested above they have created a new animation (which by default is not used by OPF) then the added the "fired" eventhandler to play a script "swing" which triggers the animation I'm no expert, but "swordarm" or "swordarm2" seams to set special textures when the attack happens you still need someone who can do animations, he needs to create an animotation suited for your need (one hand attack) quiet_man Share this post Link to post Share on other sites
Folgore is back 0 Posted February 10, 2006 If I won't solve this, there is no point on creating/texturing new space marines because the close combat is an important feature and it lost interest if it isn't implemented sorry guys. Share this post Link to post Share on other sites
spad 64 Posted February 10, 2006 close combat are to poor in ofp to be interresting we have to concentrate on the fire power Share this post Link to post Share on other sites
quiet_man 8 Posted February 10, 2006 If I won't solve this, there is no point on creating/texturing new space marines because the close combat is an important feature and it lost interest if it isn't implemented sorry guys. the question is what do you expect? even most RPGs have an very abstract approach to cc-fight - select weapon - get close to the target - hit attack button this can be implemented with OPF, given someone makes the animations for it with OPF scripts and given animations you can even do complex attack moves I see this barbarian mod as proof of concept, the WH40K mod could bring it to it's hights I wonder if some DOW moders could help? quiet_man Share this post Link to post Share on other sites
SPQR 0 Posted February 10, 2006 The most difficult is to make AIs want to enter in close combat. Implementing CC strikes (strokegun and stroke fist) to any unit players will use is easy and already done (as first step). Later I will study what Civil War mod and Prof Tournesol have done. I'm working step by work, adding one element after another, each controlled, everything isn't written at once in order not to have to chase bugs after another just in order to have no crash to desktop, a very often and appearing bug. Currently, Terminator, Dreadnought et Tanith units used by players can make CC attacks. A dread blows a T-72 in one strike. Tanith infantry armed with lasguns can strike with their gun and if weaponless with their fist. Longlas won't be used as CC weapon as no markmas would use his gun as a club, blowing into pieces his scope. The same for heavy weapons... too heavy Except for Bragg, but I'll have to configure special weapons only for him Share this post Link to post Share on other sites
Folgore is back 0 Posted February 10, 2006 I am not talking about that awful stroke gun stroke fist move . we are talking about a new anim that can be a source for all the other space marine weapons like power swords power axes and all the chainsaw and so on.... the damage effect obviously would be changed by config cpp values but the bullets would be different for all the weapons ..for example a power sword would shot a sort of energetic textures that simulates the powered sword effect.... so the important thing is to have this fu...ked animation done and I'll add the different textures for all bullet/effects ... if we won't have this soory but no further progress will come. Share this post Link to post Share on other sites
spad 64 Posted February 10, 2006 ok but we don't have any animator so.. thank you for helping you made great stuff for us and we were happy to work with you. anyway you can continue improving space marine unit for you and give to the community after of course i will be please to have new anim for close combat but all the stuff i see iin ofp with close combat is too bad (only proft made a good work but the ai are too stupid to use hand to hand weapon in a good maner) Share this post Link to post Share on other sites
quiet_man 8 Posted February 10, 2006 if we won't have this soory but no further progress will come. Keep in mind, dead mods don't get new members easily. you have done many great stuff, but how many people read this thread? Get gameplay halfway working, put together an beta, put a big sticker on the front "we need an animator" and release it. There are good animators out there, if they enjoy playing this cool mod and see animations missing, it will not take long until you have what you need. quiet_man Share this post Link to post Share on other sites
quiet_man 8 Posted February 10, 2006 ok but we don't have any animator so..thank you for helping you made great stuff for us and we were happy to work with you. anyway you can continue improving space marine unit for you and give to the community after of course i will be please to have new anim for close combat but all the stuff i see iin ofp with close combat is too bad (only proft made a good work but the ai are too stupid to use hand to hand weapon in a good maner) does ai close combat improve if you take away ammo for ranged weapons? If I remember right there is a function to check distance to next enemy, if you let it run for group it should take to much cpu time when the enemy comes close (depending on unit type and random factor) take away the ammo for ranged weapons quiet_man Share this post Link to post Share on other sites
max power 21 Posted February 10, 2006 if we won't have this soory but no further progress will come. Then forgive me if I unhost that terminator drawing. No need to clutter up my webspace if all it's doing is contributing to an impressive looking scrap heap. Share this post Link to post Share on other sites
Folgore is back 0 Posted February 10, 2006 well sorry but you really misunderstood me. I didn't say that the mod is finished because I am not an army of one. There are others members out there that keep on working on the 40k stuff. i just want to say that if we can't succed in solving the close combat problem i am not so much interested in updating the space marines because for me the fighting aspect was important...so creating new ones is silly because we should implement new original way of playing and new things that make this mod different. i'll keep on working and foolowing the fan ideas and advices like I did for castellan Draco "realism" as you saw. But I just wishes that somebody could create that animation for us...in the end I made many units and in a fast and happy time and i'll keep on working on them and see updates when i'll feel ready .. the things I did will be released with the help and much work and fixes of ours great members ...this arsh have no sense to exist here. Share this post Link to post Share on other sites
SPQR 0 Posted February 11, 2006 Modile's choice Quote[/b] ] "Colonel Modile, in the Name of the Emperor, I courteously leave you the choice : a firing squad made up of your own troops or a more summary ending." Sorry, must run to the toilets... BANG "As you wish.." Those who read Necropolis will understand  . Share this post Link to post Share on other sites
CanadianTerror 0 Posted February 11, 2006 Close combat is goofy in OFP. For a large unit...fine. But, if you think you are going to have armies of sword wielding units stabbing each other. I doubt it will work the way you are wanting it to. I think most people would be happy with a release whether the CC works well or not. Share this post Link to post Share on other sites
Folgore is back 0 Posted February 11, 2006 i finally succeded in changing it but now I need to know how can I change a defined p3d model part like the dx arm an object not more redifined like an arm but as a static object. at the moment the left arm is equipped with the bolter while the  left arm attacks performing the anim.Anyway it is quite complex and I think that it would be fine if spqr may add to the space marines the strike gun fist ..if it is ok for him. well about the release I think that as i delivered to spqr they are fine I don't know if he wish to delete the chainsaw i added but they are beta and can be out for me.. Share this post Link to post Share on other sites
Carlen 0 Posted February 12, 2006 I personaly don't think that close combat is all that important. Alltou it would be cool. I want to see a large force off orks storming a not so large force of Tau and get their ass kicked... (Mostly becuse, those darn ork always kicked the crap out of me and my tao) Share this post Link to post Share on other sites