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Everything posted by ProfTournesol
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US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Well, you didn't understand me right, but my english is awfull. In fact, General Barron said that the Taiwan workshop guys just modified weapons config, and don't use ANY SCRIPTS for bayonet attack. I looked through this and understood how we can implement it for cwmod. In fact i modified (just a little !) musket config and now guys attack when close enough with a bayonet gun, without any scripting. It's just a modif of the previous "melee" ability existing but not working for AI. When guys decide to use the melee ability, a bayonet appears on their gun. (In fact, the p3d model of the gun is replaced at that moment by the p3d model with bayonet, without script). If you want to implement this ability before release, you must modify every riffle config.cpp, and just add to soldiers one magazine (named "pouch" for every riffle at the moment, but with the modif, must be one sort of "pouch" for each riffle type, cause the "pouch" has a modelspecial entry which is the bayonet riffle). And of course suppress any bayonet scripts in the soldiers init (no lag anymore !). And eventually modify the anim for strokegun. About horses, i've already sent my PC charger horse modified to Pickett : the horse is a car, with an invisible "sharps carbine" turret (pc horse turret was not invisible, it was the horse rider himself, it's the reason why cw cav guys couldn't mount it). With the modified horse, any unit can mount the horse and shoot with the turret, with smoke etc. (Of course, it's more realistic if they already have a sharps carbine). If you're interested, email me (no msn chat). -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Well General Barron - scripting master- , you're 100 % right ! I've reworked CWmusket in that way to see if it's possible in cwmod and it is. In fact, it's a very easy way (and non lagging) to implement close combat. CWmod had already a close combat ability (called "melee" or "pouch") which didn't work for AI but it's easy to have it working. In fact, slightly modifying the pouch (creating a modelspecial which is the gun with bayonet) AND the ammo ("strokegunhit") of the melee, the AI choses the bayonet gun when close to enemies. EVEN IF it has ammo left.  The animation is the strokegun anim, but it's possible (not for me...) to modify anim.pbo and config.bin to replace it by a bayonet attack one  (as Taiwan Workshop did). @ Popka : i've already modified PC horse so that you can use cw cavalry men riding AND shooting on them (even using sword), but i think cwmod was trying to modify the horse so that it looks a more realistic. That's why, Gavin, i don't understand why we should choose between mounted and dismounted guys if the horse is only a "car horse with gun turret" ? @ CWmod : if interested by the bayonet thing, contact me. By the way, who is leading the cwmod now ? Are Triglav and the founding members still on board ? -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Well Bigus, just a standard PC (2.8 Gh+512 Mo RAM), with a normally good video card...and using your island,which is less laggy than Gettysburg. Nothing else. A Battle with 10 groups of 10 men each side, some sharpshooters and cavalry men, a canon defending a bridge, and a few other things i've done (transport waggons, ambulance waggons). And a few scripts. But no fix bayonet order until units are very close (around the bridge), and then of course less numerous. EDIT : Hey guys, no civil war inside the CWMOD please... -
I had similar problem with jeep MG, so just try with a car class (yes, you can have a turret on a car, non only jeepMg).
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US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Lags come from scripts too, the bayonet script is very laggy (cause when activated, units constantly search for enemies) : the "fix bayonet" one must be used only when units are very close to enemy lines, through the "on activation field" of waypoints. Doing this, and using other scripts making the game more civil war looking (units marching in line, sound scripts etc), i can have battles with at least 200 CW men without too much lag. -
I am  The ofp most productive team...Keep it up !
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Do you sleep sometimes in BE45 ? One release by day...
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US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Yes they are "plug and play", no external scripting (just "internal", testing for example if the drummer is walking, retreating, stoping retreat...no prob with AI). But the drum and the bugle need good textures, and maybe "uniform details" for the musicians. I'm not good at that... -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
In fact, it's just a modified proxy flag for flagbearers, with cw textures. (flagbearers are scripted, the script creates a flagpole very far, which setflagowner the flagbearer). So yes, the flags are waving, and the illusion is quite good (it doesn't seem possible to animate a "flag weapon", so these flags are not weapons). -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
@ bigus_dikus : Just downloaded your island, and quickly tested it : your idea of the fake bridge isn't that bad, cause ofp bridge aren't working well (infantry doesn't know how to cross it, especially when bridges are too narrow, and some scripts with setpos, like towing scripts, don't work with them). Of course the island needs a little more work (towns, objects like farmland's ones), but : not too many fences please (they limit possible troops movement through the island, like in Gettysburg island), and not too many objects (because of lag). Keep up the good work  -
Found on Ofpec : alt = altimeter {abbr} apac = apache asfalt = asphalt asfaltka = asphalt, blacktop_road auto = car barabizna = hovel, shack beden = boxes bedna = box beton = concrete bily pozicni blik = white positional blinker bok = side brana = gate brejle = glasses {sl} bricho = stomach, abdomen bryle = glasses brzdove svetlo = brake light buben = cylinder (drum) budova = building buldozer = bulldozer cerveny pozicni = red positional cerveny pozicni blik = red positional blinker cislo = number cisterna = cistern, tank civilista = civilian clun = boat ctverec = square dalekohled = binoculars delo = gun dlouha = long dlouhe = long dlouhy = long domek = small house, cottage doplnovani = filling up, replenishing, completion drevtank = wooden_tank {abbr} dum = house dvere = door elektronika = electronics granat = grenade granatomet = grenade_launcher grupa = group {sl} helma = helmet hlaska = watchtower hlava = head hlina = soil hodinova = hourly horizont = horizon horni = upper hospoda = pub hrad = castle hrobecek = grave {dim} hromada = stack, pile, heap hromada_beden = heap_(of)_boxes hrudnik = chest humr = hummer, humvee, hmmwv {sl} kamen = stone kameni = stones (rocks) kameny = stones, rocks kanon = cannon, gun karoserie = car_body, coachwork kasna = fountain klapka = flap, aileron koberec = carpet kola = wheels kolL = wheel_Left {abbr} kolo = bike kolo = wheel koloL = wheel_Left {abbr} koloP = wheel_Right {abbr} kolP = wheel_Right {abbr} kompas = compass konec granatometu = end (of) grenade_launcher konec hlavne = end (of) barrel konec L svetla = end (of) Left light {abbr} konec P svetla = end (of) Right light {abbr} konec svetla L = end (of) light Left {abbr} konec svetla P = end (of) light Right {abbr} konec svetla PL = end (of) light Front_Left {abbr} konec svetla PP = end (of) light Front_Right {abbr} korba = hull kostel = church kostelik = chapel koule = sphere koulesvetlo = sphere_(of)_light {abbr} kov = metal kozlice = superposed_shotgun kridlo = wing krizek = small_cross krk = neck krouzek = small_circle krychlicka = small_cube kulas = machine_gun {sl} kulomet = machine_gun kurzor = cursor kus = piece kusplechu = piece_(of)_plate l raketa = left rocket {abbr} l strela = left missile {abbr} L svetlo = Left light {abbr} lafeta = gun-carriage latka = fabric, material lauf = barrel {sl} lbiceps = left_biceps {abbr} lchodidlo = left_sole_of_the_foot {abbr} les = forest leva smerovka = left rudder leva vejskovka = left elevator {sl} levy = left levy kolo = left wheel levy prach = left dust levy predni = left front levy predni tlumic = left front shock_absorber levy prostredni = left middle levy prostredni tlumic = left middle shock_absorber levy zadni = left rear levy zadni tlumic = left rear shock_absorber lholen = left_shin {abbr} lloket = left_elbow {abbr} lod = ship, vessel lrameno = left_shoulder {abbr} lsroub = left_propeller {abbr} lstehno = left_thig {abbr} lzadek = left_butt {abbr} majak = lighthouse mala = small, little mala osa = small axis mala vrtule = small rotor mala vrtule blur = small rotor blur mala vrtule staticka = small rotor static mapa = map mensi = smaller mesto = town minutova = minute {adj} mireni = aiming miridla = sights motor = engine motorka = motorcycle mrizka = small_grill, lattice mrtvola = dead_body, corpse munice = ammunition nabojnice = cartridge_case nabojniceend = cartridge_case_end nabojnicestart = cartridge_case_start nejty = rivets {sl} nemocnej = sick {slang} noha = leg nohy = legs nohybok = legs_side nozka = small_foot oblicej = face ocas = tail ohniste = fireplace ohorela = charred ohorelavec = charred_thing okno = window optika = optics optika_strela = optics_missile osa = axis osa leve smerovky = axis (of) left rudder osa leve vejskovky = axis (of) left elevator {sl} osa leveho kola = axis (of) left wheel osa prave smerovky = axis (of) right rudder osa prave vejskovky = axis (of) right elevator {sl} osa praveho kola = axis (of) right wheel osa predniho kola = axis (of) nose wheel osa slapek = axis (of) pedals osa slapky l = axis (of) pedal left {abbr} osa slapky p = axis (of) pedal right {abbr} osa stojanku = axis (of) stand osa vejskovky = axis (of) elevator {sl} OsaHlavne = Axis_(of)_Barrel OsaHlavneVelitele = Axis_(of)_Barrel_(of)_Commander osasterL = axis_(of)_windscreen_wiper_Left {abbr} osasterP = axis_(of)_windscreen_wiper_Right {abbr} OsaVelitele = Axis_(of)_Commander OsaVeze = Axis_(of)_Turret osavolantkon = axis_(of)_steering_whel_end {abbr} osavolantzac = axis_(of)_steering_whel_start {abbr} osa_alt = axis_(of)_altimeter {abbr} osa_buben = axis_(of)_cylinder (drum) osa_dvere = axis_(of)_door osa_horizont = axis_(of)_horizon osa_kompas = axis_(of)_compass osa_mph = axis_(of)_speed_indicator osa_nm_alt = axis_(of)_altimeter (elevation above sea level) {abbr} osa_poklop = axis_(of)_hatch osa_radar = axis_(of)_radar osa_rpm = axis_(of)_rpm (revolution counter) osa_rychlo = axis_(of)_speed_indicator {abbr} osa_rychlo = axis_(of)_speed_indicator {abbr} osa_time = axis_(of)_time osa_ukazsmer = axis_(of)_point_direction osa_vert_speed = axis_(of)_vertical_speed {abbr} osobnost = personality OtocHlaven = Turn_Barrel OtocHlavenVelitele = Turn_Barrel_(of)_Commander OtocVelitele = Turn_Commander OtocVez = Turn_Turret p raketa = right rocket {abbr} p strela = right missile {abbr} P svetlo = Right light {abbr} padak = parachute palivo = fuel paluba = deck papir = paper pasanimL = track_animation_Left {abbr} pasanimP = track_animation_Right {abbr} pasL = track_Left {abbr} pasoffsetL = track_offset_Left {abbr} pasoffsetR = track_offset_Right {abbr} pasP = track_Right {abbr} pasy = tracks pbiceps = right_biceps {abbr} pchodidlo = right_sole_of_the_foot {abbr} pholen = right_shin {abbr} pisek = sand plast = plastic plech = sheet, plate ploket = right_shin {abbr} plot = fence pneu = type {abbr} podkoloL = under_wheel_Left {abbr} podkoloP = under_wheel_Right {abbr} podlaha = floor podsvit pristroju = backlight (for) devices podvozek = chassis poklop = hatch poskozeni = damage prameno = right_shoulder {abbr} prava smerovka = right rudder prava vejskovka = right elevator {sl} pravy = right pravy kolo = right wheel pravy prach = right dust pravy predni = right front pravy predni tlumic = right front shock_absorber pravy prostredni = right middle pravy prostredni tlumic = right middle shock_absorber pravy zadni = right rear pravy zadni tlumic = right rear shock_absorber predni = front predni kolo = nose wheel pristresek = shed prkna = boards, planks prolis = extrude provizorni = provisional, temporary pruchozi = through psroub = right_propeller {abbr} pstehno = right_thig {abbr} pytel = bag pytle = bags radar = radar radarKons = radar_Mounting {abbr} raketa = rocket, missile rampa = ramp rapid = Skoda_sport_car ret = lip ridic = driver roh = corner (edge) roura = pipe ruce = hands ruka = hand rus = russian rychlo = speed {abbr} rychlost = speed rzadek = right_butt {abbr} schema = diagram, scheme sedacka = seat sektor = sector silnice = road sipka = arrow sklo = glass sklo L = glass Left {abbr} sklo P = glass Right {abbr} sklo predni L = windscreen Left {abbr} sklo predni P = windscreen Right {abbr} sklo zadni = glass rear skodovka = Skoda_car {sl} slapka l = pedal left {abbr} slapka p = pedal right {abbr} slapky = pedals sluchatko = earpiece smer = direction snura = cord snurky = strings, twines spaleniste = site_of_a_fire Spice rakety = spike (of) rocket spodni = lower, bottom spodni ret = lower lip stabilizator = stabilizer stan = tent staticka = static stena = wall steracL = windscreen_wiper_Left {abbr} steracP = windscreen_wiper_Right {abbr} sterk = gravel stit = shield stojanek = stand stopa = mark, print stopa PLL = mark Front_Left_Left {abbr} stopa PLP = mark Front_Left_Right {abbr} stopa PPL = mark Front_Right_Left {abbr} stopa PPP = mark Front_Right_Right {abbr} stopa ZLL = mark Rear_Left_Left {abbr} stopa ZLP = mark Rear_Left_Right {abbr} stopa ZPL = mark Rear_Right_Left {abbr} stopa ZPP = mark Rear_Right_Right {abbr} stozar = pole, flagpole stul = table, desk stulsuplik = table_drawer suplik = drawer {dim} sutr = stone {sl} svetla = light {adj} svetle = light {adj} svetlo = light svetloPL = light_Front_Left {abbr} svetloPP = light_Front_Right {abbr} svetly = light {adj} tankista = member_of_tank_crew telefon = telephone televize = TV_set televizesvideem = TV_set_with_video telo = body, figure terc = target traktor = tractor trava = grass trojuhelnik = triangle trup = body, hull, fuselage ukaz = point, show ukazsmer = point_direction ukaz_rpm = indicator_rpm {abbr} ukaz_rychlo = indicator_speed {abbr} usti = muzzle usti granatometu = muzzle (of) grenade_launcher usti hlavne = muzzle (of) barrel vec = thing vejskovka = elevator {sl} velka = big velka osa = big axis velka vrtule = big rotor velka vrtule blur = big rotor blur velka vrtule staticka = big rotor static velke = big velky = big vez = tower, turret vicka = eyelids videem = video vlajka = flag vojak = soldier volant = steering_wheel vrtule = propeller, rotor vrtule blur = propeller blur vrtule staticka = propeller static vyfuk konec = exhaust end vyfuk start = exhaust start xicht = face {sl} zada = back zadek = butt zadni = back, rear {adj} zadni svetlo = rear light zamerny = aiming_point, line_of_sight zasleh = flash zbran = weapon zebra = ribs zed = wall zeleny pozicni = green positional zeleny pozicni blik = green positional blinker zidle = chair(s) zidlicka = small_chair znaceni = marking znacka = road_sign zranen = wounded zrcadlit = reflect, mirror zrcadlovky = glasses (reflex) zvonice = bell_tower
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US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, I've seen pictures of Gavin's cw soldiers on OFP.info, is he working (also !) for CW mod ? Â -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Well, in fact the canon is towed by a script (just an exec in its init line), but once the crew board the canon, it is automatically animated to come to a fire position... A black officer... -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, Well, now we've bugle sounds, need a bugler bugling... That's what I did ! I've added a bugle to a cwman (well, it cannot be a weapon because of available weapons anims), and scripted it a little : when the group is fleeing, the guy stops and bugles retreat (binoc anim, don't see others to put the buggle at the guy's mouth) ; when the leader is dead, the guy bugles advance (Its a kind of "don't lose courage", but in fact, I'd like to script it when the leader orders to go to the next waypoint, but duno how to script that, any ideas ? Idem, how to script the "fall back into formation" leader order for bugle assembly ?) Once this is improved (scripting things), there won't be any prob to script a drummer drumming (except drumming sounds which i haven't). -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Tested it and everything seems ok, the zouaves are excellent, the sounds too (buggle is fun) etc etc... Great idea to put resistance side civies with weapons, so we can make milicias and choosing their side. Congratulations to Cwmod and to everyone that helped you. Use your imagination building missions and you'll see this isn't boring, unless you don't like this historical period  -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
It's christmas again ! Â -
Any news about WWEC site shut down ?
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US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Yes, its probably true but it's fun anyway in "melee" battles, and we could use other kinds of weapon (axes, knives like indians did...) easy to do because the script takes care of the dammage. But maybe this is more a "middle age" idea ! Maybe it's because the bayonet scripts "setdammage" of the target to 1 everytime, which could be maybe modified. -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, I've tried to make soldiers attacking you with a sword and it works !!!! The soldiers use the same scripts as the bayonet script (without the fix and remove bayonet scripts), and they attack you the same way ! Moreover I put the modified script in my sword.pbo, and as there is no "fix sword" order, there is nothing to put in the init line of units. I've used the "katana" sword of the samuraÄ released a few times ago (which isn't very good but it was a try), and the cw union infantry officer, and this guy shoots at me with his colt and then, when close to me enough, chooses his sword and killed me. That was nice ! As the sword is the same weapon class as a riffle, soldiers with riffles cannot use it (cause they can't have two riffles), and when soldiers "put the riffle on their back", it looks quite strange (is it possible to "hide" the sword when they do that ?). I think I remember that you've got a sword somewhere in the cw team ? If so, could you send it to me ? -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, I've found something quite nice : by using a script ("A soldier sitting on a moving tank" by RedHouse, which you can found on ofpec), and slightly modifying it (just suppress a few lines where soldiers play a "sit" animation), you can : put soldiers standing on the ox cart and shooting...sometimes (only sometimes duno why), or even tow a canon with PC horses ! Of course your model of canon got a "caisson" (don't know how to say that in english, cause I'm a frog ), which could be (I think its not too hard with o2, maybe I'll try but I'm a very beginner) replaced behind the canon. Of course the wheels don't turn, but its fun anyway. I didn't try to tow a wagon, but why not ? Great job again (the "zouaves" are unbelievable...and so frenchies !) EDIT : it works with the wagon (wheels not turning but it's cool !) -
US Civil War Mod ver.1.0 Beta Released
ProfTournesol replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, This mod is really unbelievable, one of the best of ofp, very clever and accurate, and that's why people are very demanding. You've got too much success !  I tried myself to transform "PC charger Horse" using cwmod cav units, and it just looks like shit  (I just downloaded o2 yesterday so...I think I need a month where you'll need only hours...). Anyway, go on, you're doing a great job !