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sanctuary

GRAA modpack 2.0 and more

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@william1

Hi...do u may implement your ecp+graa+slx config with these new anim update? Would be a great thing!

Thanks a lot

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o)thanx alot!

u job is best of best!

can u give me some help?

hw i can make in config more then one AI static and AI prone anims?

one more thanx for hard job)

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o)thanx alot!

u job is best of best!

can u give me some help?

hw i can make in config more then one AI static and AI prone anims?

one more thanx for hard job)

At first it was the plan with the 8 static AI "ready" stances, but unfortunately as much as i tried with connectTo, connectFrom, InterpolateWith, InterpolateFrom, InterpolateTo... , the variantsAI never worked correctly.

The closest i went to the solution was with something like this :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CombatRelaxed:Combat

{

actions="CombatRelaxedActions";

file="savarestanistat.rtm";

speed=10000000000.0;

looped=1;

disableWeapons=0;

variantsAI[]={"CombatRelaxedVer1",0.3,"CombatRelaxedVer2",0.1,"CombatRelaxedVer3",0.1,

"CombatRelaxedVer4",0.1,"CombatRelaxedVer5",0.1,"CombatRelaxedVer6",0.1,

"CombatRelaxedVer7",0.1,"CombatRelaxedVer8",0.1,"CombatRelaxed"};

interpolationSpeed=1;

equivalentTo="CombatRelaxed";

interpolateTo[]={"CombatRelaxedDying",0.1,"CombatRelaxedDyingVer2",0.1};

};

class CombatRelaxedVer1:CombatRelaxed

{

file="\sanc_animcr\savarestanistat0.rtm";

speed=-5;

looped=1;

connectFrom[]={"CombatRelaxed",1};

};

class CombatRelaxedVer2:CombatRelaxed

{

file="\sanc_animcr\savarestanistat1.rtm";

speed=-5;

looped=1;

connectFrom[]={"CombatRelaxed",1};

};

class CombatRelaxedVer3:CombatRelaxed

{

file="\sanc_animcr\savarestanistat2.rtm";

speed=-5;

looped=1;

connectFrom[]={"CombatRelaxed",1};

};

.... ect ect ....

But unfortunately it is not satisfying, if you try that ingame the units will get stuck after getting a different "ready" anim, and if i connectTo them again to their parent class (combat relaxed) in order to get them capable of moving again, the variant will never play, if i add an interpolateTo/With/From, the variant will not play, if i add an equivalentTo... to the alternative anims, the units will get stuck anyways....

So basically i have no more idea to try to make this function correctly, by searching on the forum the only time i found a discussion about this was there but unfortunately no working code so no solution were available.

If someone read this and have the correct code, do not be shy and do not hesitate to reply with the correct , working, code wink_o.gif.

I tried to use the multiple cargo anims as a template (as it is the only variantAI i see working correctly ingame) , but the variantsAI system used by those cargo does not seem to work correctly for the other stances (not in cargo i mean).

Before Resistance (up to OFP 1.46) , the variantsAI lines was working , ingame you could often spot 2 AI "ready" with a different anim for each.

But since Resistance i never observed this ingame for the AI "ready" stance despite the lines in the config are always the same.

I assume BIS broken this somehow in their patches as it seems the variantsAI now work only with 'cargo' positions (gunner/driver/cargo/commander).

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Sanctuary,

Thank you for another terrific contribution to the OFP community.

Time's very tight for me right now, so I hope that you don't mind visiting my post on this page at Solus' thread for SLX, since I'm experiencing some bugs that may be related to one or both (or neither!wink_o.gif of your superb mods. The link is:

http://www.flashpoint1985.com/cgi-bin....1008388

There are a couple of screenshots there that will hopefully be insightful.

If possible, I'd like to make a some humble requests for any future updates:

(1) Enable "gear movement sounds when bodies are moving" sound effects as they really intensify the sense of reality to the game. Something similar to FFUR's work would be nice.

(2) Enable us to disable the new heads via a config alteration, as I think that they're interfering with the Safety's heads on his Marines. I'd love to keep the heads as they are, but if they're mucking up the heads on other fine models' bodies, then an extra level of flexibility would be desirable if doable.

(3) It'd be GREAT if we could have more configurable options made available to us in your SLX config. I'm pretty much exclusively relying on these two mods from your genius brains, and the more they're intertwined, the better as far as I'm concerned.

Thanks again Sanctuary!

Good night.

Kyle

Feb. 20, 2007

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Quote[/b] ]

Time's very tight for me right now, so I hope that you don't mind visiting my post on this page at Solus' thread for SLX, since I'm experiencing some bugs that may be related to one or both (or neither!wink_o.gif of your superb mods. The link is:

http://www.flashpoint1985.com/cgi-bin....1008388

Unlike every other version of the GRAA configs (ECP or "light"), i have not reworked at all the CfgMovesMC section (responsible of all the animations) of the SLX version of the GRAA mod (that's why you can't find any of the several GRAA extra anims in the SLX version of the GRAA config).

Reason being that SLX has their own anims tricks for some of the SLX feature that would have conflict with my owns.

So all i can say regarding the anim error of your screenshot is that it is related to the SLX mod and the way the animations are defined in the config.

For the beretta error, as i have not modified it in the SLX version of the config, i have no idea, maybe when you ran the .bat for the SLX smoke/sky/textures it failed to include the beretta file in the new Data3D pbo

Quote[/b] ]

If possible, I'd like to make a some humble requests for any future updates:

(1) Enable "gear movement sounds when bodies are moving" sound effects as they really intensify the sense of reality to the game.

If i remember well, there are already sounds, they are just too "silent" to be really audible, but as it is a good suggestion it may be a future option.

Quote[/b] ]

(2) Enable us to disable the new heads via a config alteration, as I think that they're interfering with the Safety's heads on his Marines. I'd love to keep the heads as they are, but if they're mucking up the heads on other fine models' bodies, then an extra level of flexibility would be desirable if doable.

It is not possible by configs, as unlike the face textures the head is a part of the soldier models.

If you want to use Safety's Marine, i recommend you to use them inside of the GRAA "light" version that unlike GRAA+SLX has all the GRAA options and features , minus the soldier model (and so heads) replacements.

And so is totally compatible with addons featuring the BIS head, like the Safety's Marine do.

Quote[/b] ](3) It'd be GREAT if we could have more configurable options made available to us in your SLX config. I'm pretty much exclusively relying on these two mods from your genius brains, and the more they're intertwined, the better as far as I'm concerned.

I am sorry, but i will not support the SLX version of the GRAA config anymore, the SLX mod by itself is generating too many CTD on my system for me to keep my interest in supporting it.

I think it was william1 that made a GRAA/ECP/SLX config somewhere, maybe he included the GRAA extra anims that are not included in default GRAA+SLX and the missing options to it, i don't know for sure though.

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o)thanx alot!

u job is best of best!

can u give me some help?

hw i can make in config more then one AI static and AI prone anims?

one more thanx for hard job)

At first it was the plan with the 8 static AI "ready" stances, but unfortunately as much as i tried with connectTo, connectFrom, InterpolateWith, InterpolateFrom, InterpolateTo... , the variantsAI never worked correctly.

The closest i went to the solution was with something like this :

..............................................................................

But since Resistance i never observed this ingame for the AI "ready" stance despite the lines in the config are always the same.

I assume BIS broken this somehow in their patches as it seems the variantsAI now work only with 'cargo' positions (gunner/driver/cargo/commander).

thanx alot)

1 more  trying)

sorry my engliz)

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Looking for weapons and mags class names used here to include into a custom description.ext

For example in briefing I would like to be able to choose an AK74 with 1P29 optics.

Unfortunatelly no references are included in this excellent GRAA modpack.

Readme says in credits:

Quote[/b] ]

Laser, Earl, Suchey, DKM VIT, DMA --> Weapons

Should I search their weapon packs for any class references? Do they habe readmes like that?

Tried to compare the file names within EST_Weapons.pbo and WST_Weapons.pbo to the WGL reference, but it was a dead end

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Quote[/b] ]Looking for weapons and mags class names used here to include into a custom description.ext

For example in briefing I would like to be able to choose an AK74 with 1P29 optics.

Unfortunatelly no references are included in this excellent GRAA modpack.

Readme says in credits:

Quote

Laser, Earl, Suchey, DKM VIT, DMA --> Weapons

Should I search their weapon packs for any class references? Do they habe readmes like that?

Tried to compare the file names within EST_Weapons.pbo and WST_Weapons.pbo to the WGL reference, but it was a dead end

The EST_Weapons.pbo and WST_Weapons.pbo just contain models and textures needed for the GRAA modpack, no config and so no new weapon classes.

So the classes names are then BIS classes names, because the addons weapons models are in fact replacing BIS models, there is no weapon "added" so no extra classes in there.

If you look for the original versions of the weapons , 99% of the models are edited or not from the Marine Assault Pack (and there they have new classes names).

The PKM is from DKM VIT and can be found in his DKM VITAPC 1.4 addon pack, and there it has a new class name too.

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Let's say I have a vannilla RES mission EAST side to play it with GRAA mod.

My point is: I want a Ak74 with 1P29 sight choosable from briefing. Instead of usual AK47/74. That's just an example...

I should edit the mission and add some magic lines to description.ext (if the file not there already, create it), weapon and mag class names of the optic AK. What are they?

If in WGL mod, WEST side mission, and a wish of a M4 ACOG selectable from briefing, description.ext should be like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class weapons{

class WGL_M4A1ACOG{count=10;};

};

class magazines {

class WGL_M4A1Mag{count=10;};

};

That's just give one weapon to choose from in a list, there can be more.

How it is in GRAA? Sorry if a noob question.

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As my explanations in my bad english seems to have not be clear enough, i will use an example to explain more clearly how things and mission making are working with the full version of the GRAA modpack

-you are making a mission using the full GRAA modpack 2.0, you want a regular infantry soldier to have a M249 in his hand.

In the GRAA mod, the M249 -model- is replacing the BIS M60 -model-, and doing so it continues to use for missions/campaign retro-compatibility purpose, the same BIS class name.

So if while using the GRAA mod, you put in the editor a regular infantry soldier and add in his init line :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addmagazine "M60"; this addweapon "M60"; this addmagazine "M60"

Once you preview, while you are running the GRAA modpack, you will see the regular infantry soldier to have a M249 in his hands (and 2 ammo boxes for it).

You save the mission, now you quit OFP+GRAA modpack 2 and you launch OFP without any mod, you load the mission you just saved previously , and now you see the soldier that have the regular old BIS M60 in his hands.

Quit and launch now OFP+GRAA mod 2 and load the same mission, it becomes again a M249 in the hands of the soldier.

It is the same if instead of the previous init line, i use

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addmagazine "AK74"; this addweapon "AK74SU"; this addmagazine "AK74"

That init line , when playing without any mod, will give the soldier the old BIS AK74SU as it should.

But when using the GRAA modpack and previewing the mission, the soldier does not have a BIS AK74SU in his hands anymore, but this soldier now have a AKS74U with a Kobra sight.

That is because in the GRAA modpack 2.0 , the AK74-SU becomes a AKS-74U with Kobra sight, the -model- is replaced, there is no class name change.

So basically, if in the description.ext of a mission you have

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class weapons

{

class M60

{

count=5;

};

class AK74SU

{

count=5;

};

};

class magazines

{

class M60

{

count=15;

};

class AK74

{

count=25;

};

};

If you play the mission without a mod, the player in the briefing will have the possibility to get a M60 or a AK74-SU (and their mags), that's normal and expected.

But if , using the same exact description.ext you play the mission with the full version of the GRAA modpack, in the briefing the player will have the possibility to use a M249 or a AKS-74U with a Kobra sight.

That's how the GRAA modpack works, as one of its numerous feature is to replace weapons models without a single change in the class names , so missions and campaigns made without the mod can be played with the advantage of using the new models without an intervention from the mission maker.

Quote[/b] ]My point is: I want a Ak74 with 1P29 sight choosable from briefing

There is no AK74 with a 1P29 sight used in the GRAA modpack.

I know i named the model in the EST_weapons.pbo but it is in fact a AKS-74U+Kobra sight, i just changed my idea in the last second (as originally the weapon i wanted there was a AK74 with 1P29 sight) without changing the model name.

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?

1- Idk if their are supposed to be fire effects or something but my fire is the same as usual.

2- I would love to use this mod with SLX but whenever i try to start the game with the slx config it says config.cpp error. and it wont let me play.

2- cool mod man

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@USMC NEEDER

...maybe Sanctuary has "done" with his great mod (except minor patches/fixes) for OFP wink_o.gif

Reason being that SLX has their own anims tricks for some of the SLX feature that would have conflict with my owns.

.

.

I am sorry, but i will not support the SLX version of the GRAA config anymore, the SLX mod by itself is generating too many CTD on my system for me to keep my interest in supporting it.

@Sanctuary

Thanks a lot! notworthy.gifsmile_o.gif

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1- Idk if their are supposed to be fire effects or something but my fire is the same as usual.

It is working for me, vehicles are burning when destroyed.

Check if the option ( ENABLE_BURNING_VEH ) is enabled in your GRAA config , according to the "OptionsFAQ.txt" instructions that is located in your "@GRAA" mod folder.

2- I would love to use this mod with SLX but whenever i try to start the game with the slx config it says config.cpp error. and it wont let me play.

Get the "bugfix" version of the SLX-GRAA config, and once done, check that you are following correctly the intructions of the readme.txt that is located inside the "SLX config" subfolder (the one that can be found in your "@GRAA" mod folder)

Note that SLX support is minimal , as not all the options and features of the GRAA modpack are included, and there will be no more support to that specific SLX-GRAA config in the future for reasons NoRailgunner quoted

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As my explanations in my bad english [...]

That's what I call a sense of humor smile_o.gif Yes, your english is very very very bad wink_o.gif

Quote[/b] ]There is no AK74 with a 1P29 sight used in the GRAA modpack.

I know i named the model in the EST_weapons.pbo but it is in fact a AKS-74U+Kobra sight, i just changed my idea in the last second (as originally the weapon i wanted there was a AK74 with 1P29 sight) without changing the model name.

That was what misleaded me in my so called research. Anyways now it is all clear.

Thank you for your cooperation.

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Notice that if you appreciate those weapons and would want more variations, you can find a lot more of them (and some AKM/RPK74/AKS74U with a 1P29 sights) from the same author , Earl, in the Marine Assault Pack as said in an earlier post.

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Hi all,

well first of all, superb work Sanctuary! yay.gif this is really awesome wrok! smile_o.gif although having those moving gear sounds mentioned earlier would be a nice addition tounge2.gif

And i also have a question (hope this is the right place icon_rolleyes.gif ): are there any other mods that REPLACE the original BIS vehicles without altering the gameplay too much so I could play original OFP campaigns and missions?

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