philcommando 0 Posted December 9, 2005 While they may be many other attempts at swordplay, this latest attempt is plug and play. Load up the addons, give it a SAD or HOLD waypoint and slow hell break loose. Not much scripts used and no looping scripts. Meant only for ancient period and not for modern warfare. This beta addon, which aint the best and could do with lots more refinement, is done in support for other addon makers attempting ancient warfare simulations. Free to use it as a base model or open it up to see how it works if one thinks its good enuff. Have fun and Good luck! Once again, ofp1 engine proves anything is possible. Makes me weep to realise all these was already possible 4 yrs ago with the engine... New updated with west archer and east barbarian gal Download...650kb...7days only -------------------------------- Update1:- original release with archer and gal...7 days only ---------------- Share this post Link to post Share on other sites
crassus 0 Posted December 9, 2005 Nice work, PC. (Philcommando:A Mod of One (a play on the U.S. Army's recruiting slogan, "an army of one.")) Share this post Link to post Share on other sites
LoTekK 0 Posted December 9, 2005 What can I say? You're insane! Definitely nifty. Nice job on this. Share this post Link to post Share on other sites
fubar_diver 0 Posted December 9, 2005 PC, no kidding, you came from no where way back and you have released some awesome stuff for OFP, nice work man Share this post Link to post Share on other sites
Sepe 1 Posted December 9, 2005 YOU ROCK! These+the cultist temple+Keg's revolvers=Gonna have a fun night! Share this post Link to post Share on other sites
NeMeSiS 11 Posted December 9, 2005 PC did what whole mods couldnt do Share this post Link to post Share on other sites
philcommando 0 Posted December 10, 2005 Thanks for the comments. lol!..i am far from being a mod myself, just a jack of all trades and master of none. I can never be compared to all the other mods cos they sure do bring a hell lotta good stuff into ofp, extending it beyond what ofp was first thought to be. I am even ashame of my own horse looking now at what the other mods had improved upon as i will be ashame of my barbarians once the Rome mod has got into full swing with the support of the community. All the best. Long live OFP!! Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted December 10, 2005 You take this game down different avenues, and thats one of many reasons why people are still playing a game thats almost (5 years old more or less Once we get a red Sonja and Arny riding horses ,I'll trade in my hot lead for cold steel BY CROM!!! Great work and innovation as all ways. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted December 10, 2005 Arrrrr - awesome ! How about a pirate mod when ArmA is out ? The basics are there. Share this post Link to post Share on other sites
NeMeSiS 11 Posted December 10, 2005 BTW: they work best with the guard waypoint IMO and you might try to add in the config of the weapon something like simulation = "shotstroke" to get rid of that bullet, altough im not sure how the AI reacts on it  But they are great to play with, put alot of them in the forests on nogova and have fun! Share this post Link to post Share on other sites
philcommando 0 Posted December 10, 2005 Update:- As those who tried out this beta will already know..there arent any new animations. The magic is done thru hidden selections, rotation axis and script. Same with the archer, comes with reload action and range of 50meters. The gal is from Blinky's dog laura croft release, credit to him, now somewhat modified in textures and model. Again, its not the best, havent got the time to really polish it up, but have fun anyway Update1: original with gal and archer....7 days only Share this post Link to post Share on other sites
Skulleye 0 Posted December 10, 2005 I am even ashame of my own horse looking now at what the other mods had improved upon as i will be ashame of my barbarians once the Rome mod has got into full swing with the support of the community. All the best. Long live OFP!! But you were the first one with a horse, right? You are also the first one with a released swordfighting, and now even archery, addon. You are a pioneer, and you shouldn't be ashamed if others catch up with you after a while. Because by then you are already at work with breaking another OFP engine limit. And just looking how fast you release new addons, it's amazing! The Operation Flashpoint community wouldn't be the same without you. Keep up the good work! Share this post Link to post Share on other sites
LoTekK 0 Posted December 10, 2005 Holy crap! This should be fun. Share this post Link to post Share on other sites
sanzinsky 0 Posted December 10, 2005 it is! great work philcommando! Share this post Link to post Share on other sites
FA-MAS F1 0 Posted December 11, 2005 Thanks for the great addon! I really enjoyed playing with them. Is there any way you can remove the tracers with the sword and decrease the range of the sword because I can hit someone with a sword from 50 meters out. Share this post Link to post Share on other sites
tsalagikola 0 Posted December 11, 2005 Mr. Philcommando {the great horseman}you solved a great problem for me on how great the bow works because I have been working on a French and Indian war set and a Little Bighorn set and a set with Daniel Boone but the bows I have tryed SUCKED, AI would not use them now I can get the American Indians working with a bow now. If You will let me I can host these for you on my website. Share this post Link to post Share on other sites
philcommando 0 Posted December 11, 2005 tsalagikola, I would be honoured. Thanks. Hope the beta addon will help you in your great mod. Swordsman:- Tested 'shotstroke' and grenades, but AI is not as reactive as 'shotbullet'. With 'shotbullet' Ai cant shoot anyone more than 2 metres, however, only the player can. I suspect it is due to the thrust and velocity of bullet used. As such conflicts' play priority depended more on cannon fodder(AI) then player, i decided to release the units while i spend more time fixing up the player's ability to cheat as well as removing 'tracer[]= ' with a high opacity code and 'weapon gun clouds' in the config. Will update it if time is avaliable. Archer:- A)still lack one more animation - the bow string becomes loose after firing the arrow, which can be easilydone thru a hidden selection animation. B) special effects experiments conducting now with eventhandlers in init to show an arrow once a barbarian unit is hit by archers. the eventhandler is 'killed' or 'fired', either from the archer or init on the other barbarians' conflict. Fired = _this select 0 : who fired ; _this select 1 : with what weapon ; _this select 2 : with what muzzle -launcher or gun _this select 3 : type of mode -single,burst, auto _this select 4 : the type of ammo used There's already an arrow in the pbo config which can be camcreated - class PCArrow. Some say its better to buy a game specifically created for such mod, but hell! no other game offers the freedom to do or mod anything and massive game play area such as ofp. With all the latest offerings from modders, lets hope that will keep the heat off BIS to focus and make ArmA great Lord of the Rings soon? Edit:- the gal is placed there cos i am pleasantly surprised there are still women players in this great game. Go gals! Show em you're made of sterner stuff Share this post Link to post Share on other sites
tsalagikola 0 Posted December 11, 2005 its there The Barbarians When you update just email it to me and I will put it on. If you wish to see the stuff I host now just click on the WWW at the bottom then you can see what all I have right now. Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 11, 2005 Quote[/b] ]Swordsman:- Tested 'shotstroke' and grenades, but AI is not as reactive as 'shotbullet'. In fact, "shotstroke" does work after the Combatstrokegun anim is over, and the Ofp one is too long, so the "shot" is quite ineffective, because most of the time the target run away... And it's only working when unit are setunitpos "up". But with a new strokegun anim and with units "up", it's quite impressive... You should try it...the new bayonetting system of CWmod and of the next Napoleonic release will use it (the last Napoleonic mod did already use it for sword and spear attack). Great job anyway !!!!!!!!!!!!! As always... About eventhandler "hit", do you make an arrow appear on the guy if he is hit by it, through setobjecttexture or wound texture ? About bow, in FML config of their Xbow : - the arrow ammo is a non explosive mortar shell with the arrow as p3d model ; - the magazine (FML_arrow) derives from Mortar, with a p3d "modelspecial" of the Xbow with the arrow ready to fire ; - the Xbow (FML_crossbow) is a M21 with the FML_arrow as possible magazine, and a p3d model of the Xbow without the arrow in it ("arrow fired"). In brief, the Xbow "loaded" shows the arrow, and after the shot, it doesn't show it.... Share this post Link to post Share on other sites
philcommando 0 Posted December 12, 2005 Tks, ProfTournesol.You are doing well too... Â I guess each has a different approach to solving the limitations and ultimately, the best is the one with the simplest method to adopt. Me am just a half ass craze lunatic looking for the easiet way to do stuff, aint no coder to the class of Bn880, Vector, or Pappy or Thunderbird.. Test so far.... Aim:- Fired, and reload:- ready:- ] The dead:- So far, the animation is close to perfection, alignment with eye to bow is better, the only glitch now is that i couldnt make the arrow appear on the body. The code i used is 'hit' eventhandler:- ?(_this select 1): arrow1 = "PCArrow" camcreate getpos _vehicle where _vehicle is the swordsman... sigh..but no worries, the next update release will be an archer or swordsman whereby ingame, you will feel as if you are indeed one. It is possible. More refinements to go. Edit:- arrow showing up on dead body successful! setobjecttexture is better than camcreate as the object suspend in midair than on the body, but objecttexture, it remains on the body when shot by archers. The hit code used:- ?(_enemy == "Myclassvehicle"): _this select 0 setobjecttexture [whatever number, "\myfile\script\what.paa] this code is useful for those who wanna create special effects on whatever enemy ingame without naming them upon shooting em. Share this post Link to post Share on other sites
philcommando 0 Posted December 12, 2005 lol!...dont think too highly of me...i am just one brainwave short away from the mental asylum Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 12, 2005 Quote[/b] ]I guess each has a different approach to solving the limitations and ultimately, the best is the one with the simplest method to adopt. I do agree 100%... Pics are just brilliant !!!! Exactly how we could have dreamt it !!! Share this post Link to post Share on other sites
somebloke 0 Posted December 12, 2005 Can i just ask, why? Why must ofp have these units? Share this post Link to post Share on other sites
Abs_01 0 Posted December 12, 2005 Why must there be Star Wars, Warhammer 40k, WWII, or anything else for the matter? Quite simply because addonmakers choose to make them. Now you might say "I wasn't saying that they shouldn't, but there are more important addons to make that would be more useful." Well, usefullness is determined by those who use them. Clearly, there are people out there who would use these addons and therefore they are useful. Why? Just because. And finally for the obligatory: If you don't like them, then don't use them. If you want something else, make it on your own. Abs Share this post Link to post Share on other sites