sanctuary 19 Posted January 11, 2010 Very good feedback, it is a real problem. I modified a bit of my mortar script, so it spawn an object that exist only for the duration of the strike (and is deleted once finished). Fixed also to heavy mortar action allocation, so it works as flawlessly as the regular mortar action. Get the updated ww4_helper.pbo from there : http://www.mediafire.com/?mjnbqztnzb4 http://www.megaupload.com/?d=ICM9JENJ http://rapidshare.com/files/333779623/ww4_helper99.rar.html http://www.zshare.net/download/71082264fc7a0abe/ http://depositfiles.com/files/rrxrx82f5 http://www.badongo.com/file/19682026 The object that is spawned during the mortar fire is class named : ww4_MortReveal To have OFP detecting it , create a large enough trigger (that cover the size in which the player may unleash an artillery strike). Set Activation to "Anybody" Set it to "Repeatedly" Set the Countdown line to 1 - 1 - 1 instead of the 0 - 0 - 0 At the line Condition, replace this by ("ww4_MortReveal" CountType thislist >=1) That's all, when the player will unleash either the WW4 mortars or WW4 Heavy mortar, the object will be created when the artillery will splash. And so if the artillery lands into the trigger zone, it will be detected. So for the case of a group of AI enemy, you can set them to combat mode by having, in the trigger at the line On Activation : nameofgroup behaviour "COMBAT" Share this post Link to post Share on other sites
Deathstruck 375 Posted January 11, 2010 Not sure if this is a bug (or just incompability): Soldiers with their own Cfgmoves (I like having different animations for each classes) will just play the same idle animation. There were more idle stances no ? Any clues on that ? Share this post Link to post Share on other sites
sanctuary 19 Posted January 11, 2010 Maybe the way those addons own custom CfgMoves are configured, they could replace some of the blablablaaction definitions instead of only replacing the animations states, not sure why this occurs anyways and why they don't use the WW4 system when put put in the ww4 addons folder. Animation configuration in OFP can be such a big pain. But at least it does not throw an error message for you like the teacup/farmland animals. Share this post Link to post Share on other sites
Deathstruck 375 Posted January 11, 2010 Dunno if it would help, I am using this stuff: http://ofp.gamepark.cz/index.php?showthis=8565 and http://operationflashpoint.filefront.com/file/Dynamic_Animations_Pack;41666 Heh, any chance that you could probably take a look at those ? Or at least tell me to which strings are tied to those idle stances ? The thing is, that I just want some stand/crouch/prone stances so I can have some soldiers holding their weapons properly (M16 with grip etc.). That's all. :) Share this post Link to post Share on other sites
sanctuary 19 Posted January 11, 2010 No chance, i spent already enough time trying to see why the teacup/farmland animals were giving errors and problems with some other models and wasted that time as i couldn't find what was the source of the problem. I'm not going to spend again that kind of time trying to see why another addon and another config again does not display a specific WW4 anim stance. Share this post Link to post Share on other sites
Deathstruck 375 Posted January 11, 2010 (edited) ....... 'kay It seems I am on my own. Again... :rolleyes: Could you at least tell me what are those stances named ? Pretty please ? Edited January 11, 2010 by Salvatore_Lee Share this post Link to post Share on other sites
sanctuary 19 Posted January 11, 2010 The aiming stance in the main config : class Combat:Default class Crouch:Combat class Lying:Default Share this post Link to post Share on other sites
Deathstruck 375 Posted January 11, 2010 What I meant were those idle stances. CombatRelaxedNew or something like that ? :) Share this post Link to post Share on other sites
sanctuary 19 Posted January 11, 2010 Yes that's it, the alternatives combatrelaxed stances in the ww4 config are class CombatRelaxedNew1:Combat . . to class CombatRelaxedNew6:Combat Share this post Link to post Share on other sites
PopUpTarget 0 Posted January 12, 2010 "It has no weapons but has a strong zoom capacity." I played around with the invisible observer yesterday and had some fun with it. I gave it a weapon (M16 in this case) and discovered when you do that you get a floating M16 that looks downright creepy. I think I might use this as the perfect assasin! Can't be seen and can walk right into any heavily defended location and surgically remove the target. All this is in fun of course. Share this post Link to post Share on other sites
Deathstruck 375 Posted January 12, 2010 Hey ! I think I've found the problem. I have used WinMerge to compare the config files and it seems that the custom icp anims (icp_stat.rtm for example) are conflicting with the lines in your config. And the "1 idle animation" I've been talkin' about is perhaps the only one that isn't conflicting/rewriting anything. If I only knew how to merge it together without fucking things up. :j: Share this post Link to post Share on other sites
BronzeEagle 2 Posted January 12, 2010 i think that id like to use those ww4 apcs in my next iteration of the code blue campaign instead of the tales of war one. im waiting for the go ahead from you perhaps you have some final code you could give me to use or something, but yeah id like to know if i could use the current code ww4_veh or whatever its named. if you have something newer plz post a link. Share this post Link to post Share on other sites
sanctuary 19 Posted January 12, 2010 I don't have an updated config in comparison to the last version i released. And as it should not have any mission making impacting changes for the official release, you can use it like it is without further problem with your campaign when ww4 will be released. Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 14, 2010 Hi Sanctuary. I noticed that the Mi24s, AH64s, and AH1s included in your WW4 BIS Vehicles pack seem to be able to rotate their gun turrets 360 degrees, so that they can shoot backwards. Is this a bug or a feature? :) Sorry if this has been mentioned before, but I can't find a convenient way to search the thread. Share this post Link to post Share on other sites
sanctuary 19 Posted January 14, 2010 It is a feature to help the gunner AI (those helicopters are not meant to be piloted by the player). In OFP the helo gunner AI has an extremely hard time to aim at an infantry on ground, and when it is finally getting its gun on his target, the helo is nearly already flying over the infantry, and so it can't fire. With a gun that can move more freely, the AI can then engage infantry with it a lot better. That's a workaround for the insane tactic used by the OFP helo AI "fly directly to the target, then over it, then far from it before doing it again" that would get any helicopters destroyed in the real world and prevent the gunner AI to be efficient against infantry as it lacks time to aim correctly with a limited gun rotation. Share this post Link to post Share on other sites
PopUpTarget 0 Posted January 14, 2010 For Sanctuary... Help! This is probably a situaton of an incredibly simple solution...but I'm at a loss right now. I've done this: "Put the ww4_helper.pbo from this download inside of the Addons folder of you ww4 mod." And when I try to do this: "And that's not all, there is a suppressive fire script included. To use it, you need a player to be a squad leader (will not work if the player is not leading a squad). And in the Game Logic menu, you will see that one more game logic has been added, just put the "Enable Cover Fire" game logic on the map, and it will give a player team leader a new action after 2 seconds." I'm stopped. I don't seem to have a "Game Logic Menu". The only Game Logic selection is within the F3 trigger, and it does not have any menu selections for "Cover Fire". I have tried with an AI squad, and squad where I am the actual leader. I made sure the helper.pbo is in the WW4 addons folder, and of course I have WW4 installed. Thanks in advance! Share this post Link to post Share on other sites
jur1974 0 Posted January 14, 2010 @PopUpTarget, You can find the gamelogic under the F1 "units" button.Make sure you put first a playable unit on the map and than look again, there will be a game logic selection. Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 14, 2010 (edited) @Sanctuary: Ah, I get it now. :P Is there a place where you're keeping all of your WW4 addon downloads in one spot? It seems that several of the WW4-related addons that you've made, such as the choppers, don't come with the modpack package. I want MOAR!!! ;) Edited January 14, 2010 by RKDmitriyev clarify Share this post Link to post Share on other sites
sanctuary 19 Posted January 14, 2010 (edited) Is there a place where you're keeping all of your WW4 addon downloads in one spot? It seems that several of the WW4-related addons that you've made, such as the choppers, don't come with the modpack package. I want MOAR!!! Unfortunately not, as those things are in alpha or beta version and will come in their final version only with the upcoming complete WW4 2.0 i don't keep track of those. All i can think is, hoping some mirror links are working : Latest version of ww4_helper http://forums.bistudio.com/showpost.php?p=1541493&postcount=778 (read previous posts for info on classnames) Latest version of ww4_bisveh http://forums.bistudio.com/showpost.php?p=1482370&postcount=634 Latest version of WW4/BIS anim mod : http://forums.bistudio.com/showpost.php?p=1450413&postcount=527 Latest version of ww4/ECP anim mod : http://forums.bistudio.com/showpost.php?p=1485154&postcount=643 (the ww4 test4 has a more up-to-date Anim.pb and ww4_modanim.pbo, so get them from it) Latest version of WW4 beta : test 4 http://forums.bistudio.com/showpost.php?p=1478051&postcount=619 WW4 conversion of MFCTI : http://forums.bistudio.com/showpost.php?p=1497064&postcount=681 Latest version of the WW4 vehicles : http://forums.bistudio.com/showpost.php?p=1519398&postcount=715 to use with the updated ww4_veh_cfg from here : http://forums.bistudio.com/showpost.php?p=1520526&postcount=729 (new mirror for it : http://forums.bistudio.com/showpost.php?p=1589009&postcount=866 ) All of these are alpha or beta version and will progressively be improved until release as i am working on this slowly these days, but surely. There may be more content buried somewhere in this thread, but don't have time to look for more. Edited March 13, 2010 by Sanctuary Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 15, 2010 I see. One last quick question: what's the dispersion on the weapons? It seems pretty close to vanilla OFP guns for the non-HD weapons. Is this true? Share this post Link to post Share on other sites
sanctuary 19 Posted January 15, 2010 The WW4 weapons come with support for 2 kind of ammo, the regular one that dispersion is close to BIS one, and HD ammo that dispersion is the same as the JAM HD one. with removemagazine and addmagazine command you can give HD ammo to the units instead of the regular ammo they use. Or you like HD firefight better, you can download modified version of the troop config in which everyone use by default HD ammo instead of regular ammo. I don't remember in which page of this thread it is available though, but it is there. Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 15, 2010 Roger. I'm afraid I don't like the spread on JAM HD very much. It seems to make infantry rifles basically redundant to MGs. On the other hand, BIS weapons are a little too accurate for my tastes. WGL5 got it just right, I think. But that's just my opinion! :) I'm still planning to make a mission that will use WW4 infantry. Once again, great mod, and I hope to make huge battles with it. Share this post Link to post Share on other sites
PopUpTarget 0 Posted January 15, 2010 @PopUpTarget,You can find the gamelogic under the F1 "units" button.Make sure you put first a playable unit on the map and than look again, there will be a game logic selection. AHA! I knew it was a simple answer. I love the mortars! I played with multiple Game Logics too. Combining Suppressive Fire and Mortars is a good one. Keep the other guys heads down while you call in mortars. Share this post Link to post Share on other sites
reyhard 2082 Posted January 15, 2010 Would be possible to include air strike option in ww4 helpers? I created such thing for WW2 package and it look really cool, when two Ju-88 fly over and drop their massive bombs, vaporizing enemy infantry :) So here is the code, I based it on FML HP3 Zombie Spawners. ;Ju88_init.sqs _v= _This select 0 ~0.1 RDS_BG_Ju88 = group (crew _v select 0); RDS_LG_Ju88 = _v; {deleteVehicle _x}foreach (crew _v); player addAction [{Call in Ju-88},{\I44_Air_Cfg\scr\airsupport\ju88.sqs}; ;ju88.sqs _u = _this select 0; ?(RDS_Sup_Ju88):hint "No avaible planes";exit hint "Click on the map to destignate Ju-88 target"; onMapSingleClick {[_pos] exec "\I44_Air_Cfg\scr\airsupport\ju88_airstrike.sqs"} ;airstrike.sqs _p = _this select 0; RDS_Sup_Ju88=true; publicVariable "RDS_Sup_Ju88" RDS_B1_Ju88 = "JU88SDx4" createVehicle [0,0,100]; RDS_B2_Ju88 = "JU88SDx4" createVehicle [0,50,100]; _r=RDS_LG_Ju88; RDS_B1_Ju88 setpos [getpos _r select 0, getpos _r select 1, 400] RDS_B2_Ju88 setpos [getpos _r select 0, (getpos _r select 1)+50, 400] _azimuth = ((_p select 0) - (getpos _r select 0)) atan2 ((_p select 1) - (getpos _r select 1)) ; ?(_azimuth < 0):_azimuth=360+_azimuth {_x setdir _azimuth;_x setVelocity [150,150,20]}foreach [RDS_B1_Ju88,RDS_B2_Ju88] "LWPilot_DAK" createUnit [[0,0,100],RDS_BG_Ju88,"RDS_P1_Ju88=this"]; "LWPilot_DAK" createUnit [[0,0,100],RDS_BG_Ju88,"RDS_P2_Ju88=this"]; RDS_P1_Ju88 moveindriver RDS_B1_Ju88 RDS_P2_Ju88 moveindriver RDS_B2_Ju88 {_X disableAI "target";_x disableAI "autotarget";_x disableAI "Fire"}foreach [RDS_P1_Ju88,RDS_P2_Ju88]; hint "Airstrike confirmed, planes takeing off"; {vehicle _x flyinheight 300}foreach [RDS_P1_Ju88,RDS_P2_Ju88]; RDS_T_Ju88 = "HeliHEmpty" createVehicle _p onMapSingleClick {RDS_T_Ju88 setpos _pos}; #l {_x flyinheight 300}foreach [RDS_P1_Ju88,RDS_P2_Ju88]; (group RDS_P1_Ju88) Move _p;RDS_P2_Ju88 doFollow RDS_P1_Ju88 ?(RDS_P1_Ju88 distance RDS_T_Ju88 < 800):hint "bombs out";_f=0;goto "b" ~2 goto "l" #b {(vehicle _x) fire "RDS_SD500"}foreach [RDS_P1_Ju88,RDS_P2_Ju88] ;{_x fire "RDS_SD500"}foreach [RDS_P1,RDS_P2] ~0.7 ?(_f==4):goto "e" _f=_f+1; goto "b" #e ~3 (group RDS_P1_Ju88) Move (getpos _r) ~40 {deleteVehicle _x}foreach [RDS_B1_Ju88,RDS_B2_Ju88,RDS_P1_Ju88,RDS_P2_Ju88] RDS_Sup_Ju88=false; publicVariable "RDS_Sup_Ju88" (note, speed of my Ju-88 is around 300km/h, faster planes should drop bombs sooner) Adding such thing for A10 LGB/Su25 (or any other bomber) would imo make mission editing much easier. Share this post Link to post Share on other sites
sanctuary 19 Posted January 15, 2010 I have an airstrike script in the work based on the one i posted there : http://forums.bistudio.com/showthread.php?t=67181&page=2 It is not yet implemented in the ww4_helper, as i need some more testing and optimisation to do with it first. But thanks Reyhard for your script, if i run into problems i can't fix with my own, i will try with yours instead. Share this post Link to post Share on other sites