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tracy_t

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Posts posted by tracy_t


  1. Hi Quicksand

    The animation problems are to do with timing issues in the script; something that I haven't got round to addressing - yet.

    BTW,there is a new body model - check the headless zombie!! (East | Men | Headless zombie)

    Just waiting for prototype to send me his crawler, then we'll have even more zombies for ya. Can't say fairer than that lol

    Hope you like the work.

    Scott


  2. Sorry to backtrack a wee bit, but this must be better than squirrels and beans lol!

    Is it just me, or does anyone else agree that this the best looking modern fighter plane?

    su-27-01l2.jpg

    I'm in love. Someone make this plane in OFP pronto. And if it already exists as an addon, feel free to batter me with a wet fish round the head. After giving me the d/l URL of course.

    L8r biggrin_o.gif


  3. Have you set the threat array in your addon class?

    e.g.

    class Man: Land{}

    {

    ....

    threat[]={1,0.800000,0.200000};

    }

    Where the array items are for infantry, armour and airborne respectively.

    1.0 means maximum threat to infantry (should be targetted first)

    0.8 means reasonable threat to tanks

    0.2 means minor threat to planes


  4. Hi, I just tried the addon there and it worked fine.

    Can you put the pbo into res\addons? That should do the trick.

    Scott

    EDIT: am sending you my test mission for diagnostic purposes.

    EDIT2: Prototype, the headless zombie turns white when you get to a certain distance. Is it a missing LOD that is responsible? smile_o.gif


  5. In answer to Merc's questions:

    1. Not in my universe, maybe the other developers though. I am basing my maps on the Romero universe, where men are men and zombies are dumb.

    2. Either. We provide the tools, you write the map. But I definitely want some MP player vs zombie action. It'll be the first ever game (and I mean, EVER) that lets you play a zombie.

    3. I'm using Skye at the moment. Big towns, loads of countryside and plenty of space for scary shit zombie missions.

    4. Can't see me programming that, but once we release our addons I would think other people could.

    5. Oh fuck. Now you got me stumped. Me and o2 are like water and oil - we just don't mix. You'd have to ask prototype, hunt or murphy that. I prefer to texture and do the script work biggrin_o.gif


  6. NEWS JUST IN

    THE CENTRE FOR DISEASE CONTROL IN ATLANTA HAS DECLARED...

    THE RECENTLY DEAD ARE RETURNING TO LIFE AND ATTACKING THE LIVING...

    Check out the new face!

    From this (GORE WARNING):

    http://img.villagephotos.com/p/2003-11/510218/zombie.jpg

    To this:

    http://img.villagephotos.com/p/2003-11/510218/tarmaningame.jpg

    What do you think of it, all? Is it creepy enough?

    Prototype - really need you here pal, to make that skeleton body to put tarman's head on!!

    Murphy: Fantastic. Great stuff. Will post latest zombie addons to ya.

    Prototype, can you send murphy the headless zombie, I think that one is finished - so Murphy can host that too? You of course have the final say ;)


  7. Hi all,

    glad to see that people are looking forward to the work we produce. Prototype is correct in saying that there is no leader in the team, so there's no project plan.

    Do you know that:

    a) The first zombie addons are finished and are available on shell shocks web site (shell shock == D Murphy Man) - so why not start using them? If I make any changes, they will be backward compatible.

    And...

    b) The headless zombie is complete (as far as I am concerned, anyway biggrin_o.gif )

    c) The crawling zombie with no legs is almost complete (Prototype, send me the addon again and I'll complete the config.cpp to edit the armour ratings.)

    d) The arms outstretched anims are functional and ready!

    So, if its alright with the team, we could release b-d before Xmas so people can start their zombie missions.. all we are gonna add are new zombie types and scenery, nothing more, nothing less. The TODO: list of work left to complete is mentioned in my last 2 posts or so.

    Any modellers wanna help out with the scenery and overturned bus(es) etc?

    EDIT:

    I'm looking for people experienced in AudioEdit, who can remove background music from .OGG & .WAV sound samples. If anyone can help, you would advance the zombie project *A LOT*


  8. Heh,

    don't expect it until after Xmas. There's beer and parties to attend, ya know biggrin_o.gif

    But don't worry, I am dedicated to producing zombies in OFP. (Despite the fact I think maybe I'm too old to be into zombies - 31 y/o - but I digress.)

    Forget the gay zombies in quake, forget the talking stick insect half-life "they hunger" - this will be the definitive zombie addon like papa Romero used to make.


  9. How do you mean?

    Do you mean how you specify the type of crew to go into a custom addon? (e.g. a new car you are making)

    The following code should help you here. It is a reverse engineer of the standard OFP 5t truck.

    Note the crew="SoldierWB" statement.

    Just google for config190.cpp and you will find all the crew declarations... smile_o.gif

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

    class Truck5t: Truck

    {

    scope=2;

    crew="SoldierWB";

    picture="itruck5t";

    icon="truck";

    model="truck5t";

    hiddenSelections[]={"ammo"};

    side=1;

    displayName="$STR_DN_5T_TRUCK";

    accuracy=0.300000;

    fuelCapacity=200;

    transportSoldier=12;

    class TransportMagazines

    {

    class _xx_M16

    {

    magazine="M16";

    count="30*1";

    };

    class _xx_M60

    {

    magazine="M60";

    count="5*1";

    };

    class _xx_HandGrenade

    {

    magazine="HandGrenade";

    count="10*1";

    };

    class _xx_M21

    {

    magazine="M21";

    count="10*1";

    };

    class _xx_LAWLauncher

    {

    magazine="LAWLauncher";

    count="3*1";

    };

    class _xx_GrenadeLauncher

    {

    magazine="GrenadeLauncher";

    count="3*1";

    };

    };

    driverAction="ManActTruck5tDriver";

    cargoAction[]={"ManActTruck5tCoDriver","ManActTruck5tCoDriver","ManActCargo"};

    cargoIsCoDriver[]={1,1,0};

    transportAmmo=0;

    transportRepair=0;

    transportFuel=0;

    camouflage=4;

    weapons[]={"TruckHorn"};

    magazines[]={};

    wheelCircumference=4.513000;

    turnCoef=6.000000;

    maxSpeed=80;

    cost=70000;

    armor=20;

    initCargoAngleY=185;

    soundEngine[]={"Vehicles\dieseltruckloop2",0.100000,1};

    typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"};

    class IndicatorSpeed

    {

    selection="ukaz_rychlo";

    axis="osa_rychlo";

    angle=-210;

    min=0;

    max="100 / 3.6";

    };

    class IndicatorRPM

    {

    selection="ukaz_rpm";

    axis="osa_rpm";

    angle=-220;

    min=0;

    max=1;

    };

    };

    class Truck5tOpen: Truck5t

    {

    scope=2;

    model="truck5t2";

    hiddenSelections[]={};

    displayName="$STR_DN_5T_TRUCK_OPEN";

    accuracy=1000;

    };

    class Truck5tRich: Truck5t

    {

    scope=1;

    displayName="RichTruck";

    accuracy=1000;

    cost=1000000;

    };

    class Truck5tRepair: Truck5t

    {

    vehicleClass="Support";

    picture="itruck5trepair";

    icon="Repair_move";

    scope=2;

    displayName="$STR_DN_REPAIT_TRUCK";

    accuracy=0.900000;

    transportSoldier=2;

    transportRepair=200000000;

    model="truck5trepair";

    hiddenSelections[]={};

    weapons[]={};

    magazines[]={};

    type=0;

    threat[]={0.000000,0.000000,0.000000};

    typicalCargo[]={};

    transportMaxMagazines=50;

    transportMaxWeapons=10;

    };

    class Truck5tReammo: Truck5t

    {

    vehicleClass="Support";

    icon="Ammo_move";

    scope=2;

    displayName="$STR_DN_REAMMO_TRUCK";

    accuracy=0.900000;

    transportSoldier=2;

    class TransportMagazines

    {

    class _xx_M16

    {

    magazine="M16";

    count="30*1";

    };

    class _xx_M60

    {

    magazine="M60";

    count="5*1";

    };

    class _xx_HandGrenade

    {

    magazine="HandGrenade";

    count="10*1";

    };

    class _xx_M21

    {

    magazine="M21";

    count="10*1";

    };

    class _xx_LAWLauncher

    {

    magazine="LAWLauncher";

    count="3*1";

    };

    class _xx_GrenadeLauncher

    {

    magazine="GrenadeLauncher";

    count="3*1";

    };

    };

    transportAmmo=300000;

    model="Truck5t";

    hiddenSelections[]={};

    weapons[]={};

    magazines[]={};

    type=0;

    threat[]={0.000000,0.000000,0.000000};

    typicalCargo[]={};

    };


  10. Easy.

    Insert the following code:

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

    class Crate: TargetGrenade

    {

    model="\crate\crate";

    armor=20000;

    scope=2;

    displayName="MiniMeNation";

    class EventHandlers

    {

    init = [_this] exec {\myaddon\populatecrate.sqs};

    };

    }

    Now you have added an initialisation event handler, which will populate your crate with weapons and ammo. Note the use of _this in the event handler declaration - NOT "this" as you would in the editor.

    in populatecrate.sqs, it's same script syntax that you'd use in ofp editor, e.g :

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

    _crate = _this select 0

    _crate addweaponcargo "G36a"

    _crate addmagazinecargo <whatever..>

    ... etc etc etc


  11. Oh ha bloody ha biggrin_o.gif

    Mind you, "Drunken bloke simulator" © is a good idea... I'll copyright that idea now, then if you make it you pay the zombie team royalties, is that alright!!!! biggrin_o.gif

    Heh, just thinking of a multiplayer game: zombies versus soldiers. Like Aliens vs Predator but more gory.

    The soldiers have guns, but the zombies are tough and can only be killed by headshots... or LAW launchers, lol

    the zombies have a sense of smell that tells them where the humans are at all times... and the humans don't. Cue much "oh shit! oh shit!" action at all times!

    The zombies have only to bite a human, then the human will die immediately and come back as a zombie. When all humans are dead or a time limit expires, the round is over.

    What do you think of that idea folks?

    S.


  12. Straight from config190.cpp. This is for class Man but I expect it will work with other classes.

    hitSound1[]={"voices\Hit11",0.056234,1};

    hitSound2[]={"voices\Hit12",0.056234,1};

    hitSound3[]={"voices\Hit13",0.056234,1};

    hitSound4[]={"voices\Hit14",0.056234,1};

    hitSound5[]={"voices\Hit15",0.056234,1};

    hitSound6[]={"voices\Hit16",0.056234,1};

    hitSound7[]={"voices\Hit17",0.056234,1};

    hitSound8[]={"voices\Hit18",0.056234,1};

    hitSound9[]={"voices\Hit19",0.056234,1};

    hitSound10[]={"voices\Hit20",0.056234,1};

    hitSound11[]={"voices\Hit21",0.056234,1};

    hitSound12[]={"voices\Hit22",0.056234,1};

    hitSound13[]={"voices\Hit23",0.056234,1};

    hitSound14[]={"voices\Hit24",0.056234,1};

    hitSound15[]={"voices\Hit25",0.056234,1};

    hitSound16[]={"voices\Hit26",0.056234,1};

    hitSound17[]={"voices\Hit27",0.056234,1};

    hitSound18[]={"voices\Hit28",0.056234,1};

    hitSound19[]={"voices\Hit29",0.056234,1};

    hitSound20[]={"voices\Hit30",0.056234,1};

    hitSounds[]={"hitSound1",0.050000,"hitSound2",0.050000,"hitSound3",0.050

    000,"hitSound4",0.050000,"hitSound5",0.050000,"hitSound6",0.

    050000,"hitSound7",0.050000,"hitSound8",0.050000,"hitSound9"

    ,0.050000,"hitSound10",0.050000,"hitSound11",0.050000,"hitSound12

    ",0.050000,"hitSound13",0.050000,"hitSound14",0.050000,"hitS

    ound15",0.050000,"hitSound16",0.050000,"hitSound17",0.050000,&amp

    ;quo

    t;hitSound18",0.050000,"hitSound19",0.050000,"hitSound20",0.05000

    0};

    moves="NoDefaultMoves";

    soundEnviron[]={"People\dirt_L",0.000316,1};


  13. Right, here's a list of what I think would make the definitive zombie addon:

    EDIT:

    1) Male and female zombies with various bite marks. Also zombies with no visible bite marks - these would be people who have died of old age, for example.

    SPECIALIST ZOMBIES:

    {

    2) A zombie dressed in Doctor's clothing (black suit, smart shoes, with blood stained white shirt). We could then put Dr. Tongue's face on it. The animation for this zombie would be "shuffling" - a drunk-style walk

    3) 2 versions of a naked zombie, 1 with & 1 without autopsy scars - if you watch Night of the living dead 1990, the 2nd zombie that appears has a large red V shape on his body, this is from autopsy.  No particular animation set aside for this chap, acts same as other zombies.

    4) Tarman zombie - the famous zombie from return of the living dead. Basically a walking skeleton with greasy decomposed flesh. An animation would need to be done, to make the zombie "sway" wildly as it walked.

    }

    5) Body parts - GORE WARNING: NOT FOR SQUEAMISH

    Bones, guts, scalps, skeletons etc (especially the skeletons)

    6) Overturned buses, cars?

    7) Anything else to add to atmosphere - TRAFFIC LIGHTS! That's it!!!! I would LOVE traffic lights. They don't have to work, they just have to look like the thing!


  14. Hi Prototype,

    bit concerned that we might be thinking of doing too much at the moment. There's only 4 of us (me, you, Hunt and Murphy - well, Murphy is an honorary team member lol) involved in this work.

    I would rather we concentrate on finishing the zombies, and then begin work on extras such as dogs etc.

    However

    1) If you do the army zombies I will be happy to texture them.

    2) Any config.cpp work you require - I can do that.

    3) Any scripting work - I can do that too.

    4) I have never used o2 so can't do that sad_o.gif

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