Jump to content

General Barron

Member
  • Content Count

    972
  • Joined

  • Last visited

  • Medals

Posts posted by General Barron


  1. What I mean is, if you right click on a file and open up "properties", then click on the "summary" tab, you get a little window where you can write in some info for the file (title, subject, author, keywords, catagory, commments). You can type some stuff in there, then hit ok. Then, when you hold your mouse over the file for a second, the text you entered will pop up, underneath info such as "pbo file, XXmb", etc.

    WHY DON'T ADDON MAKERS (and mission makers) USE THIS?!?!

    Why would this be useful?

    example 1) You've got a bunch of addons in your addon folder, and you decide you are going to clear out the addons you never use. But how do you know what everything is? For some addons, it is pretty clear what it is by the filename. But sometimes it can be hard to tell exactly what the addon will add. If addon makers simply wrote something in the comments field like: "By XXX mod. Adds XXX and XXX units. Version 1.23. Requires XXX.pbo. www.blahblah.com", this would make things MUCH easier!

    example 2) You're going to clear out your missions folder, but you can't remember which missions are good and which are bad by their filenames. You could open up OFP, look at your missions, then try to match them up to the filenames, or you could simply look at the comments, such as: "Platoon Commander V1.2. By General Barron. Required addons: editor update102.pbo Summary: Lead your men into......" Notice you can also state what addons are required for the mission, so the user can know what mod folder to start up.

    Does this stuff make sense to anyone else besides me? If it does, please start commenting your pbo files!


  2. Quote[/b] ]The time that you play the animation in OFPanim is just for display within that program

    What matters is the animation length you set with your cfg for the animations (sometimes in the - is necessary)

    Roger that.

    Quote[/b] ]To use your type of animations I would suggest possibly using radio codes? To call the animations maybe?

    I already have it worked out how I'm going to use them. Basically I'm making a mission where you control your squad entirely through either hand signals or through shouting commands (all via the radio menu).

    Quote[/b] ]BTW I recall at least 6 military style hand codes already within the game,but thats the thing,they are only coded to be used like during cutscenes

    Actually its more like 3. And the problem with them is that when you play them, the character has to put his weapon on his back before he does the animation, then after its over, the weapon is still on his back. Add that to the fact that there are only 3 different signals, and, well, I decided it would be best to make my own.

    Thanks for the info smile_o.gif

    All I need to know now is how to make a config so I can call the animations ingame via playmove... Lol, my first try at a config ended up replacing the animations for going from prone to standing, and vice-versa, so every unit in the game would do a little handsignal before laying down. biggrin_o.gif


  3. Whoops, posted this on the wrong board last time. Sorry bout that mods... anyway:

    Okay, I've made some soldier animations. But how do I get to use them ingame? My animations are different hand signals, and they are performed from the crouched position. I'd like a smooth transition from standing/prone positions via playmove (unless there is a way to play a different animation depending on if the unit is prone or standing...?) Someone please help!

    Also, I've noticed that whenever I save my animations, with say a 2.6 second play length, then when I open it up again, the animation is set at a lower number, like 1.8 seconds! WTF? How can I fix this? I just downloaded the latest version (posted on the forums), should I get the older one back? Or is there an option I'm missing?

    Thanks in advance!!


  4. Quote[/b] ]the only thing is, i plan to completely re-do the sky addon totally... so this one would be just lost forever.

    Well in that case, please release them!!! They look great, and it would be great to have some choice between Keg's and yours (and later your mod's final version).

    Not sure about the water though.... I can't really think of anything else to do with water, besides try to make it look more realistic than the default ones.

    Unless you could make a convincing looking "tropical water" kind of thing. You know, like in the tropics where you can see down into the water and you can see the fishes and coral and the like. I'm not really sure if that would be possible... but it might look really cool if it were.


  5. Okay, I've made some soldier animations. But how do I get to use them ingame? My animations are different hand signals, and they are performed from the crouched position. I'd like a smooth transition from standing/prone positions via playmove (unless there is a way to play a different animation depending on if the unit is prone or standing...?) Someone please help!

    Also, I've noticed that whenever I save my animations, with say a 2.6 second play length, then when I open it up again, the animation is set at a lower number, like 1.8 seconds! WTF? How can I fix this? I just downloaded the latest version (posted on the forums), should I get the older one back? Or is there an option I'm missing?

    Thanks in advance!!

    *Edit*

    Oops! I just realized this topic would be better on a different board. Sorry!


  6. Your problem is that the "addaction" command returns a number. So the line:

    fire = benz addaction ["FIRE OUR SHIT!!!!","drop.sqs"]

    sets the variable "fire" equal to some number, like 0 or 1. Your last line should be:

    fire = benz addaction ["FIRE OUR SHIT!!!!","drop.sqs"]

    instead of

    benz addaction fire

    Another note: scripts that are called from an action are actually passed parameters in _this. You get the following values in an array, but I can't remember the exact order:

    [unit who used the action, unit that the action was added to, action ID]

    So the best way to do it would be to say something like:

    (_this select 1) removeaction (this select 2)

    ...Insert code here.....

    (_this select 1) addaction "fire.sqs"

    This will avoid errors if you try to add more custom actions later, plus you can now add the same script/action to other units with no fiddling.


  7. Quote[/b] ]Number of support groups in each category is now unlimited.

    What Bremmer means by this is that in the first version of his AI script, you could only specify 3 different support groups that would come help a group under attack. Now you can specify as many groups as you want. You are still bound to the 64 groups per side rule though. There is no way to get around it.

    Pop quiz: how many different sides are there? Two? WRONG. There are four. So what you can do, for example, is place east units in a group with a resistance unit as its leader, and type "deletevehicle this" in the init field of the resistance unit. Then make resistance friendly to east. The result: you will have groups of eastern soldiers that are really on the resistance side, who fight against the west troops. Thus it would look like you have 128 different groups on the east side, but really it is 64 east and 64 resistance.

    Quote[/b] ]You would probably want people standing aroung by themselfs

    Put this in the init field of a unit in a group: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this disableAI "move". Then under special change it from "in formation" to "none". Now the unit will not be able to move, no matter what his group is doing/moving. Place the unit where you want him to start, and he will stay there.

    Quote[/b] ]What I ment to put was: "no formation at all".

    Check out my script here. Try the "disperse formation"; it is about as close to "no formation" as you can get.


  8. Okay I tried your suggestion, but it still crashes OFP. I know my model works because I can make a static object using the model and it looks fine. So that brings me to my next question: would it be possible to attatch the seagull animations to a static crow object? Then I could "fly" it around using setpos. Otherwise, I guess my idea is out the window. rock.gif


  9. Shoot... I tried making a "seagull" in the same fashion as the official cpp file has it, which is like this:

    class CfgNonAIVehicles

    {

    class GENB_Crow

    {

    scope=2;

    model="\GENB_vamps\crow";

    simulation="SeaGull";

    reversed=0;

    };

    };

    In BIS's cpp file, it looks the same as mine above, only the model and classname are different, and there are more classes under cfgNonAIVehicles. However, when I tried camcreating my crow, OFP crashed!

    Do you know if it is possible to make a new type of "seagull cam"?


  10. Ack! New problem: Girls can't throw grenades! That's right, when they are unarmed, they can't throw a grenade--which I need them to do. I presume this is because there is no animation defined for that action in CfgMovesMCWoman. Is there a way for me to define those animations, by using the male civillian animations? If it's too much trouble, I guess I could just use the male moves for my women, but I'd rather not.

    By the way, I know absolutely nothing about this--my head hurts already from learning so much (so little really) about addons.


  11. Hmm... Actually, the tutorial I meant was the sticky topic in this board. However, I do remember seeing that tut you are talking about before, and that is actually what I really was looking for.

    I read the tutorial, but I can't get it to work. The problem is with the .sqm decrypting. unpack-sqm.exe gets a bunch of errors while it tries to decrypt it, and when I try to open up the resulting file with the tex swapping utility, I get an error. I also tried unSQM, but it wouldn't make a mission.txt file, although it displayed no errors.

    I even tried opening up the p3d file on my own. I found where the paths to the textures were written (pretty much the only recognizable words in the file), and I switched them with the path to my textures. I then saved it as a p3d file and plopped it into a pbo. But when I place the object in the editor and hit preview, OFP crashes and gives me an error saying something like "bad version in p3d file".

    Any ideas on what I'm doing wrong? And as a side question, why do you need to rename the p3d file "mission.sqm", and then decrypt it? I've never seen an encrypted mission.sqm anyways.


  12. First off, I'm a complete "noob" when it comes to addon making (I prefer scripting/mission editing). But I'm trying to make a simple addon for a mission, so here I am! Here's my question: How do I make a simple reskinned model? All I want to do is replace the default seagull textures with my own (darker ones, so hopefully it looks like a crow).

    My problem is that I can't open up the p3d model for the seagull anymore! I could do it when I first downloaded oxygen (thats how I found the textures it used) and was trying to figure out how to work with it, but now I can't open the file up anymore! I've read the reskinning tutorial, and I have my textures all ready. But I can't open up the model to apply the textures! Anyone know what I'm doing wrong?


  13. M21man,

    Nope, that's the unit names. I want the model names for config editing. wink_o.gif

    Tracy t

    I tried the 1.90 config file, but it didn't seem that much different from the ones I have already. It only has civillians 1-3--no resistance units at all. Thanks anyways. Btw, how do you decode .bin files anyway?

    Blink Dog,

    I'll try out your suggestion soon. Do you know what the models for all five women are?


  14. Hello all. I've been pretty active at the OFPEC forums, but since they are down for a while, I finally decided to try out the official ones. smile_o.gif Sorry if this isn't the best board to post this on, but I thought it was better here than at the Oxygen board. Excuse me admins if I'm wrong sad_o.gif

    Anyway, does anybody know the names of the .p3d models for the females? I'm no addon maker, but I'm making a small one right now that basically changes armor values/names/etc. I've been able to get all the male civillians, by inheriting the model like so:

    class civilian9: civilian{};

    class GENB_guy9: civilian9

    However, I don't know the names for the females. I checked the commented cpp files on the breath site, but they only have civillians1-3. So either the classnames or the model names would work. Also, if anyone knows the names of the civillian models (4 and up), I would also appreciate it.

    Thanks!

×