sanctuary 19 Posted August 9, 2010 Yes, should be a good workaround by increasing the animation speed (and modifiying the frame accordingly or it would look like something from the old Benny Hill show). ---------- Post added at 08:53 PM ---------- Previous post was at 08:08 PM ---------- Try this modified SNABIJ.rtm : http://www.sendspace.com/file/esjpcg Put the SNABIJ.rtm located inside of the SNABIJ.rar into a ww4 Anim.pbo Then in the config , find class CombatReloadMagazine:Default and in there, change speed="- 2.8"; into speed="- 1.8"; Share this post Link to post Share on other sites
brainglitch 10 Posted August 10, 2010 Is there a way to use the weapons in the mod pack as replacements for the default weapons in any campaign? Share this post Link to post Share on other sites
sanctuary 19 Posted August 11, 2010 Simple basic example : I want to replace the default BIS M16 by the WW4 LR300 First, i open the mod config and look for this : class M16:Riffle the class definition of the BIS M16 i notice that line : model="m16_proxy"; It defines the model used by the class M16 by default it means it is looking for a model named m16_proxy.p3d that is located in ...\Dta\Data3D.pbo or ...\Dta\HWTL\Data3D.pbo if you play with the render set to Direct3D HW&TL Now every ww4 weapons models are located in ww4_wpn.pbo that is located into the ww4 mod own \addons\ folder Open the ww4_wpn.pbo with any PBO extractor to give a look to the models name. The names are self explanative. The ww4 LR300 is named ww4_LR300.p3d So we need to change the line model="m16_proxy"; into model="\ww4_wpn\ww4_LR300.p3d"; And that should be it. For any weapon model you want to change in the config, modify the line model="blablabla"; into model="\ww4_wpn\NAMEofWEAPONMODEL.p3d"; And you should be set. Share this post Link to post Share on other sites
brainglitch 10 Posted August 11, 2010 Awesome! Thank you so much. :) Share this post Link to post Share on other sites
Addonis 10 Posted August 13, 2010 About reloading anims. Good idea but I don't think that simple resistance soldier or untrained militia could reload magazines such fast. Share this post Link to post Share on other sites
Bielow 10 Posted August 13, 2010 About reloading anims. Good idea but I don't think that simple resistance soldier or untrained militia could reload magazines such fast. Yeap... But.. Maybe he play a lot of military computer games and watch You Tube a lot ;) my best Joke :p Anyway. Maybe attach fast reload to special forces soldiers and normal reload to others ? Share this post Link to post Share on other sites
Addonis 10 Posted August 13, 2010 (edited) Good joke:) I don't know it is possible to make two different anims. Eee. Edit: It is possible... But in my opinion old reload animations are much better. Edited August 13, 2010 by Addonis Share this post Link to post Share on other sites
Deathstruck 375 Posted August 14, 2010 Actually, multiple weapon specific anims ala ArmA2 are possible methinks. http://operationflashpoint.filefront.com/file/DanAK47s_Guerrilla_Pack;72986 Guerilla units change their holding animations according to the weapon they are holding(that's M249, TAC-50 rifle and M4 in this pack) Share this post Link to post Share on other sites
Pulverizer 1 Posted August 14, 2010 It's through scripting though, to detect weapons and stance continuously with createvehicle, and then playMove the animations, for every unit on the map. I think the negatives outweight what little is gained with that kind of workaround. Share this post Link to post Share on other sites
Addonis 10 Posted August 14, 2010 Yes. WW4 mod purpose is to make OFP more optimized. I think different anims to every kind of weapon is too much. Share this post Link to post Share on other sites
nimravus 10 Posted August 14, 2010 I played Resistance Campaing and Tonal-missions using WW4-based mod and notices one thing. My AI squad members too often get killed while shooting RPGs. RPG-shooters try to hit the tank, they stand up - and become an easy target. I replaced the stand-shooting animation with one from the GRAA-mod (shooting from kneeled position). It helped, of course. Does anyone else see a problem in it? :) Share this post Link to post Share on other sites
reyhard 2082 Posted August 14, 2010 (edited) It's possible to make it not so cpu hungry by creating Actions entries like class CombatActionsM16:NoActions { stop="M16_Combat"; default="M16_Combat"; stopRelaxed="M16_CombatRelaxed"; reloadMagazine="M16_CombatReloadMagazine"; reloadMGun="M16_CombatReloadMGun"; reloadMortar="M16_CombatReloadMortarStart"; throwGrenade="M16_CombatThrowGrenadeStart"; walkF="M16_CombatWalkF"; walkLF="M16_CombatWalkLF"; walkRF="M16_CombatWalkRF"; walkL="M16_CombatWalkL"; walkR="M16_CombatWalkR"; walkLB="M16_CombatWalkLB"; walkRB="M16_CombatWalkRB"; walkB="M16_CombatWalkB"; slowF="M16_CombatRunF"; slowLF="M16_CombatRunLF"; slowRF="M16_CombatRunRF"; slowL="M16_CombatRunL"; slowR="M16_CombatRunR"; slowLB="M16_CombatRunLB"; slowRB="M16_CombatRunRB"; slowB="M16_CombatRunB"; fastF="M16_CombatSprintF"; fastLF="M16_CombatSprintLF"; fastRF="M16_CombatSprintRF"; fastL="M16_DMASTLeanLeft"; fastR="M16_DMASTLeanRight"; fastLB="M16_CombatRunLB"; fastRB="M16_CombatRunRB"; //fastB="M16_CombatRunB"; fastB="M16_MoveOver"; down="M16_Lying"; up="M16_Crouch"; lying="M16_Lying"; combat="M16_Combat"; crouch="M16_Crouch"; stand="M16_Stand"; civil="M16_Civil"; civilLying="M16_CivilLying"; die="M16_CombatDead"; weaponOn="M16_Weapon"; binocOn="M16_Binoc"; binocOff="M16_Combat"; handGunOn="M16_HandGunStand"; takeFlag="M16_CombatToTakeFlag"; putDown="M16_PutDown"; medic="M16_Medic"; treated="M16_Treated"; strokeFist="M16_Lib_CombatBolt"; ReloadShell="M16_Lib_CombatBolt"; strokeGun="M16_Lib_CombatBoltFast"; turnL="M16_CombatTurnL"; turnR="M16_CombatTurnR"; turnLRelaxed="M16_CombatTurnLRelaxed"; turnRRelaxed="M16_CombatTurnRRelaxed"; getInCar="M16_CombatGetInCar"; getOutCar="M16_Combat"; getInTank="M16_CombatGetInTank"; getOutTank="M16_CombatGetOutTank"; turnSpeed=8; salute="M16_Lib_CombatBolt"; limitFast=5.5; upDegree=manposcombat; }; or class CombatActionsAK47:NoActions { stop="Ak47_Combat"; default="Ak47_Combat"; stopRelaxed="Ak47_CombatRelaxed"; reloadMagazine="Ak47_CombatReloadMagazine"; reloadMGun="Ak47_CombatReloadMGun"; reloadMortar="Ak47_CombatReloadMortarStart"; throwGrenade="Ak47_CombatThrowGrenadeStart"; walkF="Ak47_CombatWalkF"; walkLF="Ak47_CombatWalkLF"; walkRF="Ak47_CombatWalkRF"; walkL="Ak47_CombatWalkL"; walkR="Ak47_CombatWalkR"; walkLB="Ak47_CombatWalkLB"; walkRB="Ak47_CombatWalkRB"; walkB="Ak47_CombatWalkB"; slowF="Ak47_CombatRunF"; slowLF="Ak47_CombatRunLF"; slowRF="Ak47_CombatRunRF"; slowL="Ak47_CombatRunL"; slowR="Ak47_CombatRunR"; slowLB="Ak47_CombatRunLB"; slowRB="Ak47_CombatRunRB"; slowB="Ak47_CombatRunB"; fastF="Ak47_CombatSprintF"; fastLF="Ak47_CombatSprintLF"; fastRF="Ak47_CombatSprintRF"; fastL="Ak47_DMASTLeanLeft"; fastR="Ak47_DMASTLeanRight"; fastLB="Ak47_CombatRunLB"; fastRB="Ak47_CombatRunRB"; //fastB="Ak47_CombatRunB"; fastB="Ak47_MoveOver"; down="Ak47_Lying"; up="Ak47_Crouch"; lying="Ak47_Lying"; combat="Ak47_Combat"; crouch="Ak47_Crouch"; stand="Ak47_Stand"; civil="Ak47_Civil"; civilLying="Ak47_CivilLying"; die="Ak47_CombatDead"; weaponOn="Ak47_Weapon"; binocOn="Ak47_Binoc"; binocOff="Ak47_Combat"; handGunOn="Ak47_HandGunStand"; takeFlag="Ak47_CombatToTakeFlag"; putDown="Ak47_PutDown"; medic="Ak47_Medic"; treated="Ak47_Treated"; strokeFist="Ak47_Lib_CombatBolt"; ReloadShell="Ak47_Lib_CombatBolt"; strokeGun="Ak47_Lib_CombatBoltFast"; turnL="Ak47_CombatTurnL"; turnR="Ak47_CombatTurnR"; turnLRelaxed="Ak47_CombatTurnLRelaxed"; turnRRelaxed="Ak47_CombatTurnRRelaxed"; getInCar="Ak47_CombatGetInCar"; getOutCar="Ak47_Combat"; getInTank="Ak47_CombatGetInTank"; getOutTank="Ak47_CombatGetOutTank"; turnSpeed=8; salute="Ak47_Lib_CombatBolt"; limitFast=5.5; upDegree=manposcombat; }; ...and of course, for this you need to create entites like "Ak47_Combat" which are attached AK47 thing class. Then, you have to create script, which checks if weapons has changed (say on "if" check per second), and launch such script for player group or just player - let's face it - possibility of changing weapon by AI is just like 0% so you zillions of heavy scripts. 1 to 12 such scripts won't lag at all I think. When weapon change is detected, then you just switch unit move to "Ak47_PutDown" and unit will use AK47 The thing is to have a lot of fun with include function (one .hpp/.h file per weapon anim set) and replace tool available for example in windows notepad. Basically , after replace operation you should end with whole cfgMoves section and will not work with custom animations (like sleeping or digging trenches). Also, it possible to use define thing that is included it Dan Guerrilas. Anyway, it went a bit offtopic so I will end there ;) Edited August 14, 2010 by Reyhard Share this post Link to post Share on other sites
sanctuary 19 Posted August 14, 2010 Scripted checks and loops built-in eventhandlers into the soldiers classes are not something i see compatible with the performance goal of WW4 to allow big battles, as it would mean lots of built-in script checks without even mentionning that mission makers can run script and function already on those soldiers for their own mission purpose. But if someone wants to write an addon with ww4 primary weapon script checked , soldier velocity checks and launching playmove accordingly to the results of those checks, feel free to use the ww4 ressources, as there is obviously interest in this you would certainly have lot of people following it. But that's not going to be a part of vanilla ww4. On another subject, For the next upgrade, as some people have reported on their system some slow down with the smoke (OFP particles management is not the best there is) i will remove the burn/explosion script and will make it a mission maker choice by game logic instead. Will certainly be much better and would solve some MP compatibility problems with those launching only on clients, as there would then be 2 possible game logics, one for the SP explosion/burn effects and one for MP effects. I played Resistance Campaing and Tonal-missions using WW4-based mod and notices one thing. My AI squad members too often get killed while shooting RPGs. RPG-shooters try to hit the tank, they stand up - and become an easy target. I replaced the stand-shooting animation with one from the GRAA-mod (shooting from kneeled position). It helped, of course.Does anyone else see a problem in it? As the AI is unable to decide by itself to use the kneeling or prone AT shooting position that the player can use at anytime in WW4, i'll try to give it a variant AI, some some AI would sometime (as the variantAI does not kick everytime apparently) kneel. Share this post Link to post Share on other sites
brainglitch 10 Posted August 15, 2010 What are the file names for the zoomed view of the acog and the psop scope? Im still getting irons popping up. :( Share this post Link to post Share on other sites
sanctuary 19 Posted August 16, 2010 For the ACOG : modelOptics="\ww4_wpn\mi\optic_acog.p3d"; For the PSO : modelOptics="optika_snpiere"; (same optics as the BIS Dragunov) Look into the config.cpp included in the WW4_Magazines.pbo , you should find everything you need listed in there. Share this post Link to post Share on other sites
rellikki 7 Posted August 16, 2010 For the next upgrade, as some people have reported on their system some slow down with the smoke (OFP particles management is not the best there is) i will remove the burn/explosion script and will make it a mission maker choice by game logic instead. Will certainly be much better and would solve some MP compatibility problems with those launching only on clients, as there would then be 2 possible game logics, one for the SP explosion/burn effects and one for MP effects. Good choice. Would it be possible though to enhance the smoke effects with what's possible through the main config with no external scripts at all? I think taller smoke effects reaching into the sky would be more authentic. And at least that would be fully MP compatible. :) Share this post Link to post Share on other sites
sanctuary 19 Posted August 16, 2010 Unfortunately, the BIS smoke small column is something i have been unable to modify by config work only, whatever i did the default BIS burning smoke is always there. Would have been much better than doing it by script. That annoyed me a lot when building the burning and smoke little effect, as that mini smoke column particles overlap the ones from the script. Share this post Link to post Share on other sites
DanAK47 1 Posted August 20, 2010 It's through scripting though, to detect weapons and stance continuously with createvehicle, and then playMove the animations, for every unit on the map. I think the negatives outweight what little is gained with that kind of workaround. The real problem with my workaround was not the CPU hit. I was playing the game on a pretty crappy computer at that time, so I had to make sure the scripts wouldn't slow the game down. The problem was that the game seems to have hard coded some playmoves into the AI routines - specifically to go to "Crouch" when a unit goes into the combat behavior mode. This would result in the unit either getting 'stuck', or forgetting what weapon stance to use. Share this post Link to post Share on other sites
Deathstruck 375 Posted August 20, 2010 Heya Dan! I thought you were gone for sure since 2007. Glad to see you back! Share this post Link to post Share on other sites
sanctuary 19 Posted August 31, 2010 Test ingame of a few variations of the aug3-like weapon model and the new Everon Recon corp. Share this post Link to post Share on other sites
TFatseas 0 Posted August 31, 2010 Cool stuff, nice ECLAN. Aussie inspired camo? Share this post Link to post Share on other sites
sanctuary 19 Posted August 31, 2010 (edited) Yes, the camo was inspired by the Australian one. The ECLAN on the weapon is from Earl (from the Marine Assault Pack). edit : Edited August 31, 2010 by Sanctuary Share this post Link to post Share on other sites
Addonis 10 Posted August 31, 2010 "ECLAN"? Not "ELCAN"? Share this post Link to post Share on other sites
TFatseas 0 Posted August 31, 2010 "ECLAN"? Not "ELCAN"? Your right, I wasn't thinking straight. Share this post Link to post Share on other sites
sanctuary 19 Posted August 31, 2010 (edited) No, you were right the first time that's indeed an ECLAN. an ECLAN is a fictionnal device that looks like an ELCAN and so fits very well in the fictionnal mod and weaponry for WW4 (and it helps to avoid any kind of "name copyright" issue :D ) Edited August 31, 2010 by Sanctuary Share this post Link to post Share on other sites