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andersson

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Everything posted by andersson

  1. andersson

    Ai path

    Ai cant use narrow alleys so they just reply "negative" when you want them to go somewhere that dont have a wide opening between the buildings. And sometimes they around and take another way that is much longer. This is annoying... Khandahar (CAT afghanistan) is full of small alleys that I want the ai to run around in. So I had an idea, why not build a simple plane with a roadway/path in oxygen that can be placed in narrow alleys. Then maybe the ai use that and can get through? They can move inside buildings so why not? I tried but I didnt succed, probably because I didnt try enough as my small knowledge about roadway- and pathlod is about 30 minutes old.... Can anyone with some experience in roadway and path lods give me some advice please? Maybe someone can tell me if it will work or not?
  2. andersson

    Ai path

    Must I place the ai paths in a wrp-editor? Cause i couldnt get them to work by placing them in the mission editor...
  3. andersson

    Ai path

    Perfect!!! Thank you for the link!
  4. andersson

    OFP Animation Sharing Center

    You are right
  5. andersson

    OFP Animation Sharing Center

    No, you dont need to delete Sanctuarys anim.pbo. But I dont want resistance to use Sanctuarys anims as they look too professional. As long as that anim.pbo are used those anims are default.
  6. andersson

    OFP Animation Sharing Center

    Open the config.bin of your choice and save to a config.cpp with CoC BinViewer. search for: Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCWEST";" Search for Change the "moves="CfgMovesMC";" to "moves="CfgMovesMCEAST";" Use CPP2BIN 1.2 to make the changed config.cpp to a config.bin. Remember to backup your config.bin before doing any changes if something goes wrong!
  7. andersson

    Pistol Animation pack 1.1

    @klavan. OFP Animation Enhancement V0.5
  8. andersson

    OFP Animation Sharing Center

    Unfortunately its not plug and play as you must change 2 small things in the config.bin. You also have to delete Sanctuarys anim.pbo, this replaces that.
  9. andersson

    Pistol Animation pack 1.1

    @.pablo. I believe that the pictures arent up to date, it looks like the older pistolstance.
  10. andersson

    OFP Animation Sharing Center

    I have finally manage to put all of Sanctuarys anims into different pbo´s according to side and units. So now I dont have to make 2 extra CfgMovesMCversions in the config.bin as that is done with "class StatesExt" in a config.cpp in the addons. So now west and east uses Sanctuary anims and resistance uses the default bis (they arent proffesionals). And the best thing is that I can change all anims through the addons instead of editing the dta-folder anim.pbo and config.bin. Here is my west and east anim-pbo´s. Put them in an addon folder of your choice. The differens between west and east are that east uses the ready stance from pack 1.5 and the default BIS-sprint (thats just to give some differens). West uses all animations from pack 1.7 (patrol btw!!) The only thing thats needed to edit in the config.bin is to change "moves="CfgMovesMC";" under class SoldierWB to "moves="CfgMovesMCWEST";" and "moves="CfgMovesMCEAST";" under class SoldierEB. If anyone wants to use all sanctuarys anims to both east and west you only have to download animWEST.pbo and use "CfgMovesMCWEST" under class soldierEB instead of CfgMovesMCEAST.
  11. andersson

    Cameraman/Reporter

    I wouldnt mind to be a camera man in MP-games Would be interesting enough in a vietnam-scenario! I think it would be fun for the others to see the film and some photos after the game, dont you think? (hmmm, maybe its my future role in the MP-community??) If the unit has a very high camouflage value and made to a low priority for the enemy you could "work" but still have the risk for being shot at.
  12. andersson

    Record attempt Last Man Standing

    A way to cut down lag would be to make an island that are totally flat and uses groundtextures that are very low res. OT? How is it possible to have so many players at the same time in a game?
  13. andersson

    VOICERH HELP

    maybe try to change "isayagain" to another word. You never know..
  14. andersson

    Pistol Animation Replacement

    Its not tactical to shoot with one hand if you can use both. Sanctuarys are almost perfect (just twist the left hand a little forward and straighten the arms a little bit and it would be a perfect example of a tactical pistol stance ;) ). Very good Sanctuary!!
  15. andersson

    OFP Animation Sharing Center

    @Extremeus Decimus. Whooa!! When you say it I think I know how! But I´m not sure.. Looking forward to know! This is getting better and better!!! @SHWiiNG. I have a Radeon 9800 pro, 128Mb, IceQ. And I use dxdll. Why do you really need to know?
  16. andersson

    OFP Animation Sharing Center

    @DanAK47. Thank you for that! This way its not necessary to copy and paste the whole CfgMovesMC. So this way its possible to change only the different moves into CfgMovesMCWEST and so on. Supert!
  17. andersson

    OFP Animation Sharing Center

    To all of you that play SP or on private servers AND KNOW HOW TO alter the config.bin: I didnt like the idea that resistance looked so proffesional when I used the new anims by sanctuary but I wanted West and East to use those. So.. After reading this forum and some small thinking I managed to have separate anims for different sides. All I did was to copy the whole class CfgMovesMC and paste it in between CfgMovesMC and class CfgAmmo. I then renamed the second CfgMovesMC to CfgMovesMCWEST. In that part I changed all paths that used the new animswhatevername.rtm to an animWEST.pbo where all animswhatevername.rtm I wanted west to use are. Then I did a CfgMovesMCEAST and changed the animswhatevername.rtm paths to an animEAST.pbo where all anims for East are. After the creation of the 3 CfgMovesMC/WEST/EAST I changed the "moves="CfgMovesMC";" under class SoldierWB to "moves="CfgMovesMCWEST";" and "moves="CfgMovesMCEAST";" under class SoldierEB. In this way its also possible to make more cfgMovesMCxx to different units.
  18. andersson

    OFP Animation Sharing Center

    @STGN I know what you are talking about and I totally agree with you. Its only possible to walk that way in very short periods. About the smoothness, thank Sanctuary as I used his AT-anims as base. I didnt change anything on the leg movement. I was looking at the crouch walk thats in Lockes mod but that was too high. But now that I have learned OFPanim I might go back to those and change it into a lower and more ready "SWAT"-movement edit: @SHWiiNG. Open up an animation and play around a little. Its not so hard as it first looked, the important thing is to follow some kind of system in what you are doing. Its time consuming and you need patience and good nerves when you see that the way you are doing things are wrong and you need to start all over Like I realised now that I should have altered the other crouchwalk instead of AT-walk But after some try and error you get the hang of it. Maybe I should take a look at the anim tutorial...
  19. andersson

    OFP Animation Sharing Center

    Here is a short movie with the crouchaimwalk
  20. andersson

    OFP Animation Sharing Center

    I think the balance of the unit isnt so good in this animation. I should have made the unit to lean little backward as to counterweight the rifle. Maybe I change it, hopefully someone else will
  21. andersson

    OFP Animation Sharing Center

    I had a terrible hangover today so I started to learn OFPanim, so I made a new crouchwalk animation. They are based on Sanctuarys AT-walk. I made those because the other crouchwalk version is in my opinion to high, almost no differense in height from normal walking, and you couldnt aim while crouchwalking. Grab it here crouchaimwalk.rtm If you want to enable ironsight while crouchwalking open your config and find this: paste over that with this: Thank you very much Santuary for your excellent work! PS. I plan to make animations for all movement directions. This is just what I did today.
  22. andersson

    Rtm animation kit for maya

    Thanks for the info! Your right about that. I tried but I can read some more
  23. andersson

    Rtm animation kit for maya

    I have the same probem
  24. andersson

    Godzilla

  25. andersson

    OFP Animation Enhancement V0.5

    I understand FDFs standpoint. Thats one of the best things with FDF, you download it and can play it without compability problems. The most succesful MOD in my opinion, a finnished product. I´m glad they are considering to (and probably will(?)) include this into their mod.
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