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prototype1479

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Everything posted by prototype1479

  1. prototype1479

    Animating In OFP

    Yes these limitations are annoying but its also challenging as hell and finding a solution for it is so satisfying and also I have no money to buy a professional animating program ;-( Btw do you guys got steam? If yes then can you guys add me? (my name is Alex_Mercer_1479)
  2. prototype1479

    Animating In OFP

    Hhhooolllyyy! Your reputation is at 666 gotta ruin that :D You know it really depends on the models like for example dan mod really makes me lag. It could be scripts tho but when I decrease its texture resolution the performance increases. And you're right there is so many unoptimized scripts at OFPEC. Maybe i got bad GFX i don't know but I do have a bad CPU too. Oh also it seems like were going off topic so uhm.... ANIMATIONS ARE GREAT RIGHT GUYS?
  3. prototype1479

    Animating In OFP

    It's because... Not replacing models: Pros : -Still has the old school and nostalgic feeling to it -Better graphics = more lag -The models I take from someone else might be not allowed so my mod might get removed from BIS forums Cons : -Old models look pretty bad And also my mod is more gameplay focused rather than good looks (AI take cover script , Jumping/Climbing script , 3D aiming and possibly kickboxing if I learn animating even more)
  4. prototype1479

    Animating In OFP

    What replacement?
  5. prototype1479

    Animating In OFP

    It's like VANO mod and DANMOD you should try out those mods and you will see how it works. But mine will focus on vanilla stuff
  6. prototype1479

    Animating In OFP

    I haven't started RPG's and handguns yet I need to finish this complicated part first and GL's probably will have the original iron sight of the gun because i have no idea how I can detect them or how I can make one for them
  7. prototype1479

    Animating In OFP

    Well the problem was in CFGWeapons in somewhere all I did was replace it with the original CFGWeapons and that fixed it (It's probably some variable that needed to be changed) Also I will release my mod after I make my campaign , polish my AI take cover script and make this 3D aiming function work on every gun (I forgot to show off UZI) So don't worry hitman you will have it soon... probably... If i don't die
  8. prototype1479

    Animating In OFP

    Actually i fixed it : Seems like the problem was in somewhere in CFGWeapons but I don't know where exactly but it was in CFGWeapons
  9. prototype1479

    Animating In OFP

    Thanks so much guys it's good to see that there is still people helping out in OFP community! The only problem I have now is the HK trajectory problem and I guess I have to figure this one out on myself. Again thanks for helping me out it means a lot to me.
  10. prototype1479

    Advanced AI Mod - WIP

    That's good keep it up
  11. prototype1479

    Animating In OFP

    I am only using a custom animation when I press V (and that enables 3d aiming and no it's not FWATCH it's the same trick that dan mod uses) but other than that its still the vanilla animations here take a look at the video : And about the Interpolation number - I did first think like you that it affected the speed of animation but I really didn't see any differences. And the reason I came to that conclusion is that my CombatToCrouchSIght animation didn't work properly until i put 1 next to CrouchSight like this: interpolateTo[]={"CrouchDying",0.1,"CrouchSight",1}; And my interpolation number is like this: crouch[]={1,"Crouch", "CrouchSight", "CrouchIM",
  12. prototype1479

    Animating In OFP

    Well test this thing for example : https://www.sendspace.com/file/tixyka You will see that bullets land above the crosshair Also that number from what I figured out is just an ID for class Interpolations where it needs to be the same number as the one that you use InterpolateFrom or InterpolateTo or else it might not work
  13. prototype1479

    Advanced AI Mod - WIP

    Does the other AI give other AI's covering fire while they move to cover like in my script? Or just moving to cover no matter what
  14. prototype1479

    Animating In OFP

    Also I gotta ask these: Why in CFGMoves at class interpolations combatF moves and combatB moves are seperate? And how do I change the position of the bullets come out from weapons I tried moving usti hlava and konec hlava in memory section and no luck (O2) And finally what does the number 0.5 mean here? crouchF[]={0.5,"Crouch",
  15. prototype1479

    Animating In OFP

    Thanks I am going to make Kickboxing in OFP not only that make 3D Aiming which is compatible with vanilla animation (I love vanilla animations not only I have been playing with them for a long time also because it has 5x higher FPS than most of the community made ones) Also how can you change the camera's position (first person mode)
  16. prototype1479

    Advanced AI Mod - WIP

    Could you tell us what are the features of your AI mod? Like what tactics they use and ect.
  17. Wow this video is just satisfying. Too satisfying (Except the part that houses immediately disappear maybe it shouldn't be immediate) But I got a question to ask : Does the bigger trees gets their physics activated even from the smallest explosion?
  18. Wait is this is your video? The outro is missing D:
  19. prototype1479

    Unofficial patch ArmA Resistance 2.01

    Can you add takeCover command? It's possible to do if you are a commander with X - 1 - 8 radio but not with scripting commands
  20. prototype1479

    Fwatch General Scripting

    Is it possible to force AI to crouch in fwatch?
  21. prototype1479

    Respawn Unit with Name Script

    The third thing in createunit array is for initialization (or init for short you may find this when you are creating units on the mission editor) "this" is referring to the unit that your creating so if you put "Pilot2 = this" on the unit you are creating then Pilot2 is referring to the unit that you are creating its the easiest way to put a unit inside a variable in OFP while using createUnit command
  22. prototype1479

    Respawn Unit with Name Script

    "SoldierWPilot" createUnit [getMarkerPos "PositionPilot2" , group Pilot1 , "Pilot2=this", 1 ,"LIEUTENANT"] Unit will respawn if Pilot1 is still alive. if there is a possibility that Pilot1 might die then try "Pilot_Group = group Pilot1" at the very start an then try "SoldierWPilot" createUnit [getMarkerPos "PositionPilot2" , Pilot_Group , "Pilot2=this", 1 ,"LIEUTENANT"] and delete "et" after your createunit line
  23. prototype1479

    AI Improved mission script (v1.3)

    Take cover script Features of TC (Take Cover) script : 1) AI can dynamically take cover behind 3 different types of sandbags and 2 wreck jeeps 2) Not only that they can take cover inside houses too 3) The nearby enemy position is calculated and defenders will take cover on positions that fits right for them (For example if AI is taking cover in a house then they will take cover behind the nearest window to the enemy position) 4) There is also the assaulters they behave differently. They either push/flank or take cover using bushes by setting them on "RED" combat mode (Depending on the situation) 5) AI can be suppressed - just shoot somewhere near AI and they will go prone (If they are taking cover) Instructions are inside TC_Init.sqs there is also more in-depth info there Features of SW (Swimming script) and how it works : The main feature of SW is that you literally swim but there is few conditions - the unit must be in prone and must be slightly above sea level You will swim up if you fell into the water The way the script works is that a pallet spawns under you and that keeps you from falling The file : https://bit.ly/2FZJwps Oh also there is 1 more feature on take cover script that AI sends info about enemy positions time to time There is something on OFP that bothers me when there is a nearby group that is getting killed the other nearby group doesn't notice that but that feature fixed that NEW UPDATE! -Script is slightly more optimized -When the AI died and spawned again the AI didn't had the effects of the script but now it does -I think I might have fixed a bug where the game freezes completely it doesn't even crash if you see it happen then post here so we can fix it I'm still not sure if this is the fix though -I improved revive script too now when a unit dies the body bag spawns right at their location and also they automatically follow their leader after they revived (I'm not taking credit for the work though I already credited them inside the missions briefing) -The test mission had some bugs itself like to some players in MP , the objective didn't progress to them Now in future updates I might improve the system of take cover script right now the script controls the units per script but in future I might do it groups per script it increases the optimization and fixes some things that I wanted to fix And also after all of these I'm going to make a mod for this so people who want to play with this wouldn't waste their time trying execute the script for each soldier It's the same link as previous one but I thought I should still put one in this post too Cya
  24. prototype1479

    AI Improved mission script (v1.3)

    NEW UPDATE! (Again) -Script is even more optimized than before - one of the scripts checks your FPS and if your FPS is doing bad it will increase the delays depending on how well/bad your FPS did -The bug where the game completely freezes is now completely gone (Probably. Well I at least fix the one that caused it) -The AI didn't send info's correctly to the other groups but that's fixed now -Delay for suppressing the AI is now decreased a little now they react quicker to it -And some other minor fixes Next Time I will probably make a mod out of this so others don't have to manually execute the script for each soldier So here is the file : https://bit.ly/2FZJwps It's the same link as previous one but I thought I should still put one in this post too (It's Swim and Cover v2.01 now btw)
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