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tracy_t

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Everything posted by tracy_t

  1. tracy_t

    Zombie addon!!

    Check this out!! A true vision of hell! http://img.villagephotos.com/p/2003-11/510218/zombiewalking.jpg Dr Tongue wants to eat you! HUNT, THAT ANIMATION ROCKS!!!! Oder: Hunt, ihre grafike sind sehr gut. Vielen dank. (I noticed comments in your config were German. Or was that OFPAnim, lol)
  2. In config.cpp, we all know that Soldier inherits from Land (or is it man? Feck, I forget.) It there any way to find the nearest object that inherits from a specified BASE CLASS? Does NearestObject[player, "Man"] return the nearest object that derives from class Man? I haven't tried it - I'm at work. Which is why I am asking you lot, so I don't have to try it later on myself I certainly don't like using _obj = NearestObject[player, "SoldierEB"] _obj2 = NearestObject[player, "SoldierEMG"] _obj3 = NearestObject[player, "Civilian1"] etc. etc. because it's slow as feck! Am I lazy or what? ;) But I think this is a valid question!!!
  3. tracy_t

    Noob question i kno, but plz help me here!!!

    When he says hex the file, he means use a hex editor to change the "paths" to the textures. e.g. if you wanted to change the texture of a civilian model, you could open the file with the hex editor, find the text that references the texture (e.g. Â "\o\chars\civilian_face_1.pac") and replace it with your custom texture, e.g. "\myaddon\chars\newface.pac" There is a program available from ofpec called TEXTURE SWAP by MikeShell (or SWAP TEXTURE - one of the two) that opens P3D files and allows you to change the textures contained within. Remember to back up your P3D files though... See here: http://216.239.59.104/search?....e=UTF-8
  4. To stop soldiers from falling off watch towers, use object DisableAI "MOVE" To stop soldiers from going prone in watch towers use: object SetunitPos "UP"
  5. tracy_t

    Get the unit type?

    but only for version 1.91 or over...
  6. tracy_t

    Zombie addon!!

    Prototype: I will edit your unit's config.cpp to make the zombie crawl by default, then send you it back. Right now though, as I said, I would like to keep things simple so I will keep my zombie pack and yours separate for the moment. I will finish my zombies and then yours. Is that OK? Tell you what though, if any of you could edit the texture of "HatBloke" (see page 4 of this thread) and put it on a fatter-faced zombie, that would be excellent... I'm not much of an artist. The hat bloke texture doesn't look right on a skinny soldier model. Hunt: will try out your animations tonight and provide you with feedback ASAP. Many thanks for your work. Murphy: as soon as I finish zombie addons, I will post them to you. Can you put them up on your site please? Cheers. Regards, Scott
  7. tracy_t

    Zombie addon!!

    CrunchyFrog Have you never seen the George Romero movies (Night of the lviing dead, dawn of the dead) ? Zombies eat you. That is their whole raison d' etre ;-) Just joking. Basically I will be using the NearestObject function on each player to determine what zombie is closest. When you get within 1m distance, you will be attacked (bitten.) - I will use Hunt's attack anims instead of the shit "Strokefist" animation. On the subject of being attacked, I'm toying with the following ideas (advice appreciated): a) When zombies attack one of your team, the team member is treated as "bitten". The team member will lose blood and eventually die, whether you get to a medic tent or not. Yes it will be shite for multiplayer games, but I want to concentrate on the single player experience. b) When one of your team members die, Zombies close by will devour the newly dead team member. (I am thinking of having a zombie drag the corpse away to a nearby tree or something, so it can eat in the shade away from the other ghouls. How's about that for advanced thinking eh? lol) c) If no zombies are near to the freshly dead team member, then the team member will resurrect as a zombie. (Hunt: I know this might be asking too much, but is there any chance of having a "resurrection" animation?) I really dunno how I'm gonna make former allies come back as zombies though. I suppose I'll have to AddRating GetRating _unit -100000 and hope my team open fire! EDIT: Check out the textures on villagephotos (URLS are on page 4 of this thread) - they are back up again. Comments appreciated.
  8. tracy_t

    Zombie addon!!

    Thank you for the animations. I will try them as soon as I can. Got hit by flu, so not feeling like programming today.
  9. Looks good enough to me.. I wish I could model in o2!!! Tell me, are you self taught? (EDIT: Sorry, I mean, have you learnt 3d modelling in any packages like Lightwave/ 3D Max etc) How did you learn O2? Decent tutorials are like finding hen's teeth (colonel klink's is quite good though, but nothing for creating new human models, lol)
  10. tracy_t

    Machine gun

    Any particular type of machine gun? Hand held? Static (as in M2) And from what era - there are machine guns for WW2, Vietnam etc etc.
  11. tracy_t

    Zombie addon!!

    Well, they shouldnt really be walking either. Â And none of your pics work, maybe getting hosted by OFP.info or another site(if you can) might be a better idea. Touche' ! lol Oh come on, suspend your disbelief for a wee bit eh? Dead people walking is one thing, but running too?!!! EDIT: Looks like my bandwidth limit for villagephotos.com has expired. Cack.
  12. tracy_t

    Zombie addon!!

    D. Murphy man has now got the latest version of the zombies. Hopefully he's posted it on his site. Anyway the zombies take 20 m16 hits to the stomach or 1 head shot to kill. Silent: Whether the zombies go fast or slow depends on the programmer of the mission. Personally, I prefer them to go slow - dead people shouldn't be able to run To compensate for the fact that you can run past the zombies easily, it makes sense to have a 3rd party enemy in the game, e.g. the military or looters, or bandits. In my forthcoming map, there is a US military presence. However, they are not the good guys. They have orders to "clean up" the island, and so will shoot anyone on sight, zombie or not. So, you may be able to dodge the zombies, but can you dodge an Abrams, armed only with a hunting rifle? PS: What do y'all think of the Dr Tongue and Sunhat bloke textures? ;)
  13. tracy_t

    Zombie addon!!

    YET ANOTHER ZOMBIE TEXTURE!!! In the film: http://img.villagephotos.com/p/2003-11/510218/zomb1.jpg The face in OFP: http://img.villagephotos.com/p/2003-11/510218/sunhatbloke.jpg The above texture is free to use. I have not finished it yet though, so you will probably have to edit it yourself. In game: http://img.villagephotos.com/p/2003-11/510218/sunhatbloke-shot.jpg
  14. tracy_t

    Zombie addon!!

    I know there is a dog addon... I believe karillon is using it in his zombie map; whether or not its resident evil like, I don't know
  15. tracy_t

    Zombie addon!!

    Dr tongue's face texture uploaded to http://img.villagephotos.com/p/2003-11/510218/drtongue_ex.jpg WARNING! EXTREMELY GORY!!! PS: This texture is only to be used in zombie related games. Please ask permission from me if you wish to use it elsewhere. If I catch the picture being used as a custom face on Gamespy or All-seeing-eye by some 12 year old (for example) I will NOT release anything else! (Took bloody ages to make, so it did.)
  16. tracy_t

    Zombie addon!!

    Skye island. Pics of the carnage are earlier in this thread: the crashed bus, the smashed cars etc. Going to make the cityscape look more like the dawn remake though.
  17. tracy_t

    Zombie addon!!

    What I mean is, when you execute the animation on a zombie object, will the animation physically "move" the object? (ie: change it's position on the map) Take the following code for example: #loop myzombie animate "walk1" ~2 goto "loop" will this code make the zombie walk across the map? Or would I need to use: #loop myzombie animate "walk1" myzombie domove targetpos ~2 goto "loop" No matter either way EDIT: My explanations of ideas sucks ass. EDIT 2: Norsu, ask and ye shall get. I will create zombie East/ West soldiers. That is REALLY easy! lol
  18. tracy_t

    Zombie addon!!

    Bodyparts? It seems like a good idea (anything to do with gore usually is, lol) but I would like to keep things simple at the moment. Adding falling bodyparts could complicate things for me. Having said that though, if you want to produce a derivative work of my code, and write your own limb removal scripts, I'd have no problem with that. Can I ask, when the zombies animate, do they walk themselves, or would I have to use DoMove / SetPos on them to physically change their position? EDIT: Kegety's object addon pack includes a human head object. We can retexture that. EDIT 2: I already have a "dead city" type map if anyone wants to reuse it. EDIT 3: Guts should be easy: just edit a texture and update the wounds[] array in the config.cpp. And I know just where to get the guts from... Thanks, Scott
  19. tracy_t

    Zombie addon!!

    Interesting... I'll try that face out... can't do any harm... Note how faces can only be applied to undamaged soldiers; when I tried putting Dr Tongue on a damaged soldier, the texture reverted to the old OFP texture. Doesn't matter though, because I can hack a P3D model to use Dr Tongue's face and relevant wound textures... EDIT: Something else of interest for y'all. I think I'll use some of the code from OFPEC's "splatter" addon, to add spurts of blood whenever a zombie is shot. This could be a serious gore fest! S.
  20. tracy_t

    Zombie addon!!

    Will send u the new version tonight, incl. Dr. Tongue face. Cheers. Scott
  21. tracy_t

    Zombie addon!!

    Very scary. In fact, I can imagine the following scene (rightmost pane) being easy to make in OFP: http://www.homepageofthedead.com/cgi/memorabilia/i/126_1_1.jpg Hunt, if you can make two diff walking anims, as per the front of the DVD (see link above): 1) zombies with arms up, outstretched in front 2) zombies with raised arms to side Then I will put those anims in pronto and release the next BETA addon ASAP. I am also going to add sound. A big THANK YOU goes to everyone who has helped. I will complete BUB and release the next version of the addon soon. When is soon? Well hopefully this week...
  22. tracy_t

    Zombie addon!!

    With Bub and Dr. Tongue's face and those animations, plus the sound FX I've got, I think we'll have some really cool zombies real soon. Hopefully the community will take the zombies to heart and we'll start seeing some really cool missions! lol
  23. tracy_t

    Zombie addon!!

    WHOA!!! HUNT, THAT IS LOOKING GOOD! Excellent! Scott
  24. tracy_t

    Zombie addon!!

    Yeah, certainly a cramped city would be nice. AND... The streets in OFP are too clean!! Spotless. Not a hint of rubbish. I would love the following addons (a hint to all you OFP modders out there): a) Rubbish bins b) Walk/ Don't walk signs c) TRAFFIC LIGHTS!!!! d) Newspaper stands & Discarded newspapers e) Car wrecks with bonnet in the air f) Traffic cones (I'm sure they exist in OFP:R. They do, don't they???) - EDIT: They do, at http://www.ofpnews.info/ofp/modules/mydownloads/visit.php?lid=487 House wise: Cinemas (the Edison from Day of the dead would be excellent.)
  25. tracy_t

    Zombie addon!!

    Hi there, thank you for your offer of help: new walk anims would be much appreciated!!!. Is there any chance of having the classic zombie - head down looking towards the ground, with arms outstretched? The following picture (especially the two characters on the left.) should give you an idea of what I'm after: http://img.villagephotos.com/p/2003-11/510218/zombieswalk.jpg Also, a "bite" animation where the zombie goes for the neck of the victim would be excellent! PS: Murphy, check out www.rayza.net for pics of the Dawn remake (WARNING: ADULT CONTENT). Those scene shots really helped me set up the "dead city" for my forthcoming zombie mission (dunno when I'll have it finished. I plan on spending December drinking. Please don't ask lol) Regards, Scott
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