OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Corben Dallas on 16 Jun 2005, 21:25:38
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I'd LOVE to see a Samurai addon, a few basic characters, swords & knives, spears, throwing stars, smoke bombs, clay pot bombs, etc., and some Japanese style buildings and little huts. The existing cherry trees and bamboo addons should serve ok, though maple trees and such would be neat. Perhaps even waterfalls, and little bridges for Zen gardens and such. Existing fire mods would be fine for building fires, etc.
I really want to be able to create old style troop missions, even re-enactments of old battles, and one-on-one sword fights. Imagine walking to a village to sort someone out - up close and personal. Deal with the brigands and thugs Samurai style. None of that "Damn, shot from 300 yeards" stuff.
I'm just learning how to script and creating my for OFP 1.46 mission, and can't model or create anims, etc.
Is anyone up for doing this? I'd be happy to give whatever help I can, and many hours of work time.
Please, someone with skills say, "Yep - love to do it!"
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Ok, here's a thought. What if I said that I'd pay someone to do it? You'd have to be a decent mod/addon creator, and I can't pay huge amounts, but I'd be prepared to pay if the results would be good.
Think about it. Think what your work would do for the OFP community, too. SO much fun, and in such a different way than picking people off with a gun and getting bored...
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Lol that's a first.. Unfortanatley, I don't think samurai or any medieval style addons would work very well in OFP.. for example, have you seen bayonet addons in ation? They're very clumsy at best. I'd recommend trying Kung Fu 3 or Katana for the orignal Max Payne for oriental style gaming.
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lol, shouldnt you have waited at least a few days to see if sombody would do it for free?
if you want, i got the sword swinging and other animations covered, but i cant model or texture, and i can maby write a few scripts.
if you want to see this, you will probably need resistance, i think swords and stuff like that would require resistance.
after you get resistance, i recomend you get a good program and learn how to model and texture,
you probably wont find many modelers here who have the time or incentive to do this all though i would, but i cant model.
id like to see this samaraui thing happen, wana try and start a 2 person mod? :)
i can also make islands but that probably wont be needed.
EDIT:and by the way, im in for free.
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Resistance upgrade is a no-no, for reasons explained elsewhere: slow-downs and such being the main problem.
I can't see why this can't be done in 1.46 It just needs some new models and animations, simple weapons to fit with the new animations, damage checks up close, etc., then new buildings and objects to enhance it.
I think one of the problems with some attempts I've seen is that they use existing models for characters, and then put a sword in the hands of somone who so obviously should be holding a gun. Looks awful.
Penguinman, you're on. Maybe we can convince others how cool this would be.
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And another thing...
There is no other game (as far as I know) which allows you to freely wander around a landscape like OFP does, causing whatever mayhem you wish as you go.
I want an old Japan version of that, simply because it will allow the player to do as they please. I'm sick of great looking games which force you though a linear script, one scene to another. Boring!
Come on - OFP is simply BEGGING for this!
I mean, imagine the threads...
"I used the water bucket addon, then re-tried the mission and flung a bucket in Zatoichi's face as I ran toward him, drew my katana, and... Well ok, I have to admit that he cut me in half at that point. But it could have worked..!"
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Find a good RPG game and bask in it.
I accually think this is possible in 1.46, most of the new commands can easily be ommited and replaced with some custom functions that work just as well, maybe even better. The nearestObject command could be replicated with a few triggers and a well-made script.
Btw, I just remembered the money part. If were talking cheap like 50 cents, then barely anybody will help. However, I'm willing to do it for that much!!....or less much less...ok a lot less, were'talking 5 cents to buy 2 pieces of paper to write on.
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i think that, we should first work on some hand to hand weapons like swords and daggers, and some animations to make units use them, because they could work for any units not just samari, and have never really been made. then people will go, oh that 2 person mod is great, and then they will want to join and they will be modelers, and we can have them make some samari.
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Oh man, you're are very close to recruiting....
Stop talking about the lets make a 2 man mod and I'll hire you....
We've got a thread... board for that.
Try to talk more about the idea. For instance:
all the smoke bombs and clay pot bombs can be made from nades if you alter their models. Which I think is possible since I've seen German stick nades before. And melee weapons are clumsy as hell in OFP, but if you can get it to work and script the AI to move towards you and fight and block, that'd be brillant. ;)
But its the engine limitations that could kill the idea, why not get an Xbox and buy Ninja Gaiden? :P
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my xbox, did not work from the first day i got it and
":gunman: toysRus" wouldnt let me return it.
offtopic though
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Ok, so some of you are up for it by the sound of things - good!
I like the idea of going for a dagger & sword for anyone first. Could be used in all sorts of ways.
So, how about a soldier with a dagger, and a sword too. Make the anims work properly (ie., no gun anims!), and the damage appropriate to the weapon. Walk up, stab/slash, arrrggghh!
Next, add robes Mouldiwan Kenobi style, and you're onto a winner. Seat them in a tea garden and start an argument and you've got ancient Japan!
Then, a few different coloured robes, some women in robes, and perhaps either in armour of some kind, though no need to go over the top. Add some wooden huts, etc., a few objects like mats, bottles, redo the grenades to suit, and it's essentially there.
I'll outline something better when I'm awake tomorrow - past my bedtime here right now. ::)
Edit:
As to the Xbox Ninja Gaiden thing - OFP is SO much more realistic and fun.
Picture yourself walk through a wood, out into a clearing, to face the one you know just might cut you up bad, but you can't turn your back on this fight. A home-made smoke bomb may confuse, but this is a face to face job...
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btw Although it just used the stokeGun anim, there already is a samurai and ninja addon.
I'm pretty sure it works for 1.46 cause its pretty old.
I think you can find it on ofp.info (http://ofp.gamezone.cz)
You could use the models as a base.
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I've moved this to the recruitment section, because I'm serious about it. Go have a look. 8)
http://www.ofpec.com/yabbse/index.php?board=57;action=display;threadid=24252
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btw Although it just used the stokeGun anim, there already is a samurai and ninja addon
Yeah, I tried it, but only one character appeared in my editor, and it was awful. Basically a guy who should've been holding a gun but wasn't.
I want something much better, and after all, once the basic character is right with a stick and a sword, the rest is just creativity and easy work for all the talented modders out there. They could have a field day creating new anims and beautiful clothes, armour, builings, objects, trees, etc.
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Yeah, I remembered it being pretty bad - but it was a really old addon.
Also, there's no reason why making an addon like this won't work for 1.46, you'll just need to make the sword as the primary weapon and use the AT slot for other weapons.
creating new anims and beautiful clothes, armour, builings, objects, trees, etc.
I think you'll be needing to form a mod team for this...
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Actually, I think if the first weapon is a stick, then add the sword, you can have:
- Peasant with stick
- Peasant with crap sword
- Posh guy with stick
- Posh guy with better sword
- Samurai with better stick
- Samurai with even better sword
In other words, with the basic animation, range and damage working, the rest will be easy to modify. Each increasing level of character causes slightly more damage because he/she is better fed and healthier, has a better weapon, and knows how to use it more effectively (albeit that it all looks the same when actually hitting somone - unless someone does some good slicing-and-dicing animations...)
The clothes, swords, extra anims, trees, objects, islands, etc., are all icing on the cake that I know others will do for the fun of it once the characters look and act right.
Off to set up the blog site and then see who's really keen.. 8)
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If making all the anims is too much hard work, just have one universal set. Then you can edit the speeds in the config. Like the weak peasant with hardly any experience or training would be slower than the samurai.
This would give them an edge.
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Yep, that's what I'm after - one basic peasant with good anim holding and swinging a stick, and also a sword (obviously, 2 peasants in the addon).
Then new copies can be made, clothes and faces changed, robes or armour added, whatever. The fighting will look good for them all, and the settings for speed and damage can be set in each character as you say.
I can't do any anims, modelling, objects or anything as I don't have the skill or the time to learn. That's why I'm happy to offer a $50 prize if someone gets it right, because I know others will then add all sorts of stuff for the sheer enjoyment of it.
As I see it, the stumbling block so far has not been lack of enthusiasm, but just that there isn't a a decently animated character who can use a stick or sword and look right. Nobody will bother building addons or mods unless the characters look and act realisticly (within reason), which is OFP's strong point.
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To be honest, I think its the restrictions of the game engine.
The reason there aren't already any good addons like that is because it looks awful if every character on screen is doing the same attack, over and over again - and there's only one.
You can't sequence them or make combos or anything. Its just, hack.....hack.....hack....die....
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Umm... That's nothing like shoot, shoot, shoot; grenade, grenade, grenade...
I get your point, but once a basic character can swing something and hit someone decently, then another one can be modified to give 2 anims, etc. So a peasant, for example, can only poke with a stick. A posh guy can swing a stick or a sword diagonally from the head down. A Samurai slices differently.
Also, just like the shoot, shoot, grenade, grenade thing, the fact that some poke, some chuck rocks, some swing sticks or swords, throw clay-ball bombs or smoke bombs, will give it just as much gameplay fun as OFP has. Perhaps more. Oh, and archers - I forgot the archers. You could also have anims for peasants bowing and scraping if you hit them, anims to make people kneel to a Samurai or Feudal Lord - great for cutscenes.
For example: You can use triggers and such to walk into a village. If you have your weapon drawn then peasants flee, posh land-owners glare and possibly attack, Samurai go in like there's no tomorrow (which there wasn't in their way of thinking).
I think the enhancements to gameplay would be tremendous.
Edit:
In fact, the same hack, hack looks crap because that's all that's been done so far. Make one good one, and others will alter it to give new anims and variety. Just look at how many people jump in and enhance existing stuff, even things like some grass or a box. I know the figures are more complex, but people are doing all sorts of cool stuff.
The OFP community obviously possesses a huge amount of skill and enthusiasm, and I'd like to see some of it create what I know will be amazing once it gets going.
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I'd love to help out :)
I'm in my last week of exams, so I'll be able to produce something by July.
I'm also heading a mod called Ancient War to be revealed soon, but I use a unique fighting system in it - you might want to take a look at it when its more finished.
I think the only problem is the name. "Samurai: Hai"? Surely you can come up with something more catchy (actually - it's pretty catchy but doesn't really sound right).
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Haha! Ok, come up with a REALLY cool name and I'll consider using it.
Glad that you want to join, and am looking forward to seeing your work, Obiwan... 8)
Edit:
In fact Hai! means Yes! (amongst other things), so it seemed appropriate.
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>:( ;D
Planck
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That sums up Planck. Firm but fair ;)
btw I'm well aware of what hai means, which is why Samurai: Yes! didn't really seem to fit what you're selling ;)
and am looking forward to seeing your work, Obiwan...
huh?
edit
I think he was refering to your repeated double posting.
edit 2
How's this for a title:
"nihon no eiyu"
"Japan's Heroes"
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I really do't see how this could be done well. There's a difference between hack hack hack and shoot shoot shoot. Guns are supposed to repeatedly fire the same way, swords are supposed to be used with altering slashes, thrusts and parries, and no two slashes will be the same.. two shots will always be VERY similar. Also gameplay would simply consist of running at your opponent, slashing, running back and repeating. No fun if you ask me.
Convince me maybe? can you develop a system to change the animation of the swing by the movement of the mouse or keyboard combos? can you realisticly find the position of the weapons so you can realisticly parry or make contact? So far I think not.. any ideas on how you could?
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1. I think Samurai: YES! is as good a title as any. Anything better will be considered.
2. If you think there are limitations in the hack-and-slash department then do something about it!
Either:
a) Create random anims for slashing characters, or
b) Make different anims for different slashing characters.
Remember: Those who say it can't be done should not interrupt those already doing it.
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1. I think Samurai: YES! is as good a title as any. Anything better will be considered.
2. If you think there are limitations in the hack-and-slash department then do something about it!
Either:
a) Create random anims for slashing characters, or
b) Make different anims for different slashing characters.
Remember: Those who say it can't be done should not interrupt those already doing it.
Corben - the problem is:
neither a or b is possible due to engine limitations.
No different anims for different characters
And no use of random anims is possible in this case.
Probably it could be possible to give different anims for different class'
of units - but still - everybody would do always the same what is assigned
to his role ... would look really stupid after the first two or three times
you've seen it.
And for your hiring 4 ca$h stuff i'd suggest to remove this and if you
really want pay somebody for his work than manage this somewhere
in a dark room but not on some forums like BIS or OFPEC.
It's just simply not allowed due to EULA that you make profit with tools
spent by BIS for the comunity for free - may it be the mission editor
or addon creation tools.
You give them really a legal oportunity to sue you down by law by posting
this on forums, where everybody can read about it.
Off course - nobody can do anything if you say later - ok you did me a favour now i do you one - but your way of approach is illegal - even if
it's just about 50$ and not big business.
~S~ CD
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Even if random animation could be used it would still be a game of chance... that is.. if you could make a real hit/miss system because most melee weapons in OFP are based on distance, direction and setDammage.
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New update - Saumurai: Hai! is not dead.
I've just bought Resistance GOTY Edition 1.96, and have thought of simple and effective ways around the slight limitations which were pointed out.
The Samurai: Hai! website is up and running - URL below.
The first thing to do will be to create a Peasant addon as decribed in posts above.
Obviously moderators don't like threads to become too huge and off topic, so PM me if you're interested in helping build the first addon in a series. (You can post on the new site via the URL below).
The first task is to create an addon for a peasant who can realistically hold and swing a stick diagonally (not using the strokegun anim). The peasant (can be a modified existing civvy) should hit and damage a target so that it takes 5 hits to kill. Though only one anim is used, it has to look right.
PS: The cash reward is scrapped - bad idea for various reasons. Enthusiasm for the game and kudos for your work should be enough.
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Still sounds like it's going to a game of chance rather than skill though to me. Or just boring hit and run fights.
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Ancient Chinese saying: "Those who say it can't be done should not interrupt those already doing it". 8)
War is a game of chance. Train all you like, but run into a battlefield with either sword or gun, and you may last five seconds, five days, or five years. Becoming good at picking people off in OFP is far from real, so I'm not entertaining that much of an idea of 'reality' to begin with.
I see your points, but I think you perhaps aren't seeing past the apparent limitations, nor taking into account the huge skills some people have in modifying OFP.
Nothing is perfect, and the perfect game doesn't yet exist - never will, either. However, bringing such an atmospheric theme and gaming arena to OFP has to be a fun thing, and if done well the limitations of the game engine won't seem so obvious. Heck, some guys even made a roof jumper who does slow-mo Matrix leaps off buildings, from what I've read!
More is possible, and often even the very simple can be surprising.
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A Samurai has a bit moreskill than a ten year old playing weith a plastic sword from Toys R Us. Your characters will have even less skill than those children as they will only slice in one way. It won't seem like a sword fight.. you can't even parry. All yu can do is run at somebody, click, hope they dont swing first, retreat and repeat. No fun.
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I'm afraid Corben's right here, XCess.
This has the potential to be a great mod. Once the fighting system gets worked out - even with only one repetitive atack - we can make it much more exciting.
btw Parrying is very easy to do ;)
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Well, a moderator may slap our wrists for going off topic a bit here (though it does concern the addon).
People with great skills were/are often killed in seconds in a battle. The luck (or bad luck) of the draw. Samurai fights seldom lasted long apart from in a few instances, neither do people up against a mob weilding sticks and rocks - it's usually a few hits, and sayonara my friend.
So, I don't think of this as a terrible limitation. After all OFP gameplay as it is uses little apart from the basic running, lying down and shooting, etc. I can see no reason why this can't be converted into bows, sticks, swords, etc., even if it needs a few different classes of character to stop it looking too 'samey'.
When all's said and done, if you don't like it go for something else, but please stop trying to wreck something before it's even started. If it turns out well, you may just enjoy it. If it doesn't you can say, "I told you so". Even in that instance though, it may just be your opinion, and others, including myself, may get countless hours of fun out of it. Which is what games are about -aren't they..?
Enjoy what you enjoy, and contribute what you can - seems to be a kind of unofficial OFPEC motto to me. ;)
So, addon ideas, anyone..?
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Lol i'm not trying to ruin it... just trying to see if you can think of ways to get past the problems I'mm putting foward. I haven't seen any ideas at all on how to get past them. I wanna see this working out because if it does then it will be great, but if it's done half assed then no.
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Ok - LOL too! - I'll consider you 'Devil's advocate', just trying to point out flaws.
(Trying desperately to keep this on topic...)
Ok, the addon idea. Someone with more anim/addon skills than me (I'm good with creative and organisational stuff) makes a 'peasant' who carrys a stick in his belt. (Not hard to see that it can become a sword in a new class).
The peasant addon gives a character who can properly draw his stick, and on attack lifts it quickly, striking from say top-right to bottom-left across his opponent. Damage is set to take say 5 hits to kill. An ok addon, and some funny demo fight missions can be created.
Ok, not too bad, but gets boring quickly because as you say, limited animation. So, we create a few more: some poke, some strike differently, some don't have sticks but throw rocks - already the fights with groups take on a new dimension.
So then we go for more skilled aristocracy with longer sticks, different anims for different classes, different weapons, and then on to the deadliest of all; the Samurai.
Different clothing, gender, heights of characters, colour and type of weapon, damage caused - all these make up for the small limitation of pre-set animation. After all, OFP gameplay is far more subtle than Tenchu style running in and looking cool by doing three moves per kill. This is more about war, about battles with random outcomes, where even the skilled can be skewered by a loon with a spear.
What's more, play a skilled monk, wandering the land; feared when a weapon is drawn, but accepted as a peasant when it isn't. A Samurai though? Not so. Or play a Lord who commands some Ronin he's hired...
Get the idea..? With the skills the OPFEC community possess this can be absolutely awesome.
PS: Done half-assed doesn't come into it - what a waste of time that would be. Full-assed or nothing at all! 8)
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You mentioned playing as a monk. Shaolin fighting monk or the like I suppose. Now.. Imagine being the standard playing browsing the news sites when he comes across Samurai: Hai. they think "OH COOL I GET TO DO SOME KICK ASS KUNG FU SHIT", and they hit download... with the inevitable 100mb+ download size. An hour or a day later they install the mod and run it only to find they can do only one move per class. Imagine the dissapointment.
You seriosuly NEED to find a way to get past the single animation problem, switchMove maybe? Using event handlers, about ten different "weapons". foward thrust, diagonal left slice etc. It may sound annoying doing the repeated presses of space bar but it's better than just running in hitting mouse key and running back. And also the parries could be detected this way.. using the event handlers you can find out which way the weapon came from, find their last move and give a partially random chance of parry based on that information.. as well as direction and position.
Some ideas. although as usual I'm not sure if i made myself clear.
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Hmmm...
Well, ok, I'm not going to bother too much about the 100mb download stuff. I think we'll keep it smaller than that, for example modularise it. Anyway...
In the first instance, if it is a one-shot job, then it'll be either a punch to damage, or a stick, or a sword - whatever.
Do you know, incidentally, that most successful martial artists (and I don't mean the superb fighters, I mean those who are known to have been killers) perfected just one strike, or one weapon strike? Their timing was superb, and they knew one strike killed, or they were killled. You can look this up.
Anyway, going on to more 'interesting fights' in OFP...
I like your idea for different anims, even if it means hiting SPACE as you say. The thing is, I don't think it has to be turned into Tenchu or Ninja Gaiden, etc. OFP is about far more than that, including freedom of movement, the chaos of war, etc.
My monk idea is more of a character who has good combat skills, ie., his/her hits do a lot of damage, but being overwhelmed by numbers, or caught with some SOB with a sword is curtains - unless they run like hell of course...
I'm not trying to make OFP into a one-on-one fight game, as there are many other games which do that better. I mean, if you want Splinter Cell, why play OFP? I think what we need to do, those of us who feel OFP: Ancient Japan is a cool mod to create, is to focus on the OFP game engine's strengths, and work around the 'weaknesses'.
For example, pretty much all we have now is run, crouch, dive, shoot. Oh, and lots of weapons. So, think about that in Old Japan terms. Run, crouch, dive, shoot. Hmm... and with what weapons. And what else can be added..? It's got to be good.
Just needs thinking about, and thanks for your continuing thoughts on it - every comment will make it better in the long run, and I can just see this running, and people going, "Holy cremoli - why didn't they do this before..?!"
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One thing that I thought would be obvious... you could have each weapon have different "firing modes" just like the default guns in OFP... imagine, your holding a katana, you press the "fire" button and your character on screen does a horizontal slash. You press "space" (or whatever switch weapon thing you use) and fire again and your character stabs forwards... it'd be just like switching between "Semi" and "burst" modes on an M-16 in the orgional OFP.
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Yep, could be good. One thing though - isn't switching weapons slow? Seems so to me. Maybe it doen't have to be that slow? Perhaps switching could be instant, so it would make for different moves, etc?
Even if it was only 3 different slashes it would look cool, with any of the short stick, long stick, and sword weapons.
Heck, if anyone can animate an old master in a flowing robe crouching and sweeping a mighty sword which decapitates his opponent... Ah, never mind. No need to re-enact old divorce cases... 8)
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no I'm talking about switchinbg firing moes, not weapons. It's like how in the orgional OFP you press a button and switch to one firing mode, you press it again and your using grenades, you press it a third time your back to the default firing mode.
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Ahhh - makes sense.
Now, can you make it work..? With a peasant holding a stick? Who can become a lord with a bigger stick..?
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I can't, but I'm sure there are people who can. It wouldn't be too hard you just need the anims. you could do the same with hand-to-hand combat. One mode to punch, another to kick, etc.
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Can you find firing mode with the EH though? Because that would be needed for both animations and finding where the hit will be. I think weapon switching is only slow tdue to the animations.
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Well, after little bit thinking again i came to the conclusion
that it could theoretically be possible to do what you want
Corben (at least what belongs to the different animations).
But:
Not by switching different firemodes, as there would be a
better way;
Eventhandler Fired is a good start, but instead of using some
modified firing animations (note that you're very limited
with these), you should just use various random switchmove
animations, activated by the eventhandler.
The firemode switching could then again be used to switch
between defensife and offensive moves ;)
Now this animation question could be solved, but there
are still two big big problems.
A: the hit/damage detection
If the mod should look a little bit like quality and not turn into
a one-time try, you need a working hit-detection - and that's
the problem - it's a nogo
B: I suggest you to ask Sanctuary about what he thinks
of how much effort this will take, as he has most experience
in the comunity (at least what i know) with creating custom
animations. And what i've read he said that creating the patrol
packs was a pain in the ass.
Note that compared to your idea of Samurai hooray Sanctuary's
animation packs were still very close to the original animations,
but still he said that making the transitions between the different
animations was so much work that he don't want have to make
this again. In your case i even don't want think about it.
However - i wish you success with this project, but at the moment
i'm still not sure if your mod will see it's first light before armed
assault 2.
~S~ CD
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Eventhandler Fired is a good start, but instead of using some
modified firing animations (note that you're very limited
with these), you should just use various random switchmove
animations, activated by the eventhandler.
This is what I suggested.. maybe I didn't make myself clear???
Hit detection could be found using nearest object and information from the eventhandlers of both units. Although it probably will be pretty CPU consuming to have all these scripts running all the time.. maybe only have them run when two units are near to each other?
Cross reference the information from fired EH, position and direction and you're starting to get somwhere.
The animations will be a pain in the ass, but that's what you have to deal with to make a TC mod. A lot of pain in the ass.
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Interesting stuff guys. One thought I have;
The OFP engine automatically detects when something's hit. Does it do so with strokegun, strokehand (or whatever the commands are)?
Also, if OFP auto-detects a weapon hit, then it should be possible to put a tiny invisible weapon in the player's fist, etc? I don't know enough about the technicalities of the engine to know, but there have to be work-arounds that don't involve massive amounts of scripting and such.
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To get a decent melee combat system you probably will need a lot of scripting. OFP does not detect whther an animation hits something as far as I know. So you're either going to have to cross reference the fired EH of borth units and have a small random chance of hitting or not which can be control by the mission designer or create a bullet object at the tip of your weapon and setPos it around (or maybe setVelocity whenever the fired EH is triggered).
Personally I'd go for option one. It would allow you to implement RPG elements into the game.
Another thought, I was looking at ofpAnim tutorials the other day and noticed you have a floor in the work area... maybe jumps, backflips etc can be implemented for the monks and if you're having them (you really should) ninjas.
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Gawd, that's a lot of work! Something just working properly as an addon will do to begin with, then get clever later.
Incidentally, ninjas never existed a portrayed, but are a Western/Holloywood invention. There certainly were spies and assassins, but they never wore black, and their swords were not straight, but just cut-down katanas. (I know a guy who's an expert, and visited his teaching clan in Japan).
Have you ever seen someone dressed in black at night..? They stand out as well as if they were wearing white! Dark grey -that's the ticket. :)
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lol Corben - it was only you who mentioned black dressed ninjas now ;D
I've seen yellow/blue/red ones in some movies too :D
As for the hit-system i got another idea:
like i mentioned before - use the firemodes to switch between
defensive or offensive moves, and set some variables or booleans for the time, while the animation is running.
Now you have at least a reference point, which kind of hits
a unit could defend and which not. This in combination with
getdir and position of the units could make a good hit-detection
system.
Also i'd suggest to not only use fighting anims but to modify
all of the animations.
Then you would have a whole set of free animations: the
crouching ones, as they weren't needed in your style of mod.
Maybe you could turn those then into some kickboxing anims ;)
(off course not kickboxing, but you know what i mean)
~S~ CD
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Good ideas. The main difficulty at the moment is getting someone to create a peasant who can weild a stick and hit. Got Viper on it - very enthusiastic guy - but I don't have the faintest idea about anims and such, nor the time to learn, as I've started a new job and am having to work long hours. (Was off last week, hence many posts).
I think once it gets going, some new animns to kneel, etc., would be great.
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Yes it will. ( I'm Viper btw )
I'm currently doing the peasant, and i'm checking out the Bayonets and stuff, to see how's it working. Maybe get something from that.
Animations won't be such a problem.
And the stick won't be either.
-Viper
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Can't wait to see it in action. 8)
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[offtopicmode] I'm also currently learning how to make islands. That could be helpful.[/offtopicmode]
We really need Islands. I mean, have you ever seen, brick wall houses, lamp posts and hard roads, in the Ancient Japan? ;)
-Viper
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Hi
We really need Islands. I mean, have you ever seen, brick wall houses, lamp posts and hard roads, in the Ancient Japan?
Good point. I think it'd be great to have the proper authentic atmosphere whilst slicing and dicing.
Maybe some new buildings (dojos?) where you do all your moves. Like in the films, an arena type building for deathamtches or summit.
-supershooter
(I'm no good with Oxygen but I could beta-test........ ;))
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Well, remember there aren't going to be any really cool moves, to begin with at least. First basic fighting and weapons (and it will be basic) then the objects, landscape and atmoshpere.
Albeit there will be limitations at first, and the fighting will never be like Tenchu or similar, but that's not what OFP is about. I'd think of it as an Ancient Japanese war sim that you fight in: not so big on the war sim as in gigantic battles, but far more interesting because you're 'in there' with one-to-one/one-to-many combat.
I'll get some more pages sorted out on the blog site asap - URL below - so we're not going off topic here all the time. (not fair on OFPEC's bandwidth and goodwill).
Edit: Go to the OFP:AJ site below and post a message, and I'll get back to you via there.
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If I remember correctly, the BOH mod had done about 70% of an island - we could use that as a basis when its finished.
From the pics I've seen, there appears to be Japanese vegetation that you'd expect as well as other objects unique to Japan which would really help the mod look more realistic.
About the fighting system - I don't think it will be too much of a problem ;)
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@Lean Bear - You talking about a one attack style fighting system or a more complex one like me and Chris Death were talking about?
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Heck no, man. :P
The one I use is pretty complex - it doesn't use collision detection or anything and is based around EHs.
Its still in beta stages though.
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The one me and CD were talking about is based around EHs ::)
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Yes, well, evidently - EHs are the most efficient way of creating a melee fighting system. I worked it out about a year ago for the Battle Royale Mod :P
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Care to help with the Ancient Japan mod, Lean Bear..? 8)
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I thought I was ;)
Yeah, sure. I finally finish school today, so I'll be able to work on it for you :) I think I said before - but I'm developing it currently for the Ancient War mod (http://ancientwar.i8.com) - but I'd be glad to adapt it for you when its more finished :)
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Well yes, you have been helping, and thanks for your input. What I meant, as you gathered, was could you help with the character.
If you have something working, or even half working, I'd be glad to see it. I can't edit anything yet,but am going to look at the OFPEC manuals and try to learn how to do objects, so at least I can start getting some idea.
Viper is working an an animated peasant with a stick, but if you (or anyone else) already has non-lagging hit detection worked out, and how to include it in the addon, then it'd be a great help to us.
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just thought that this might be related to the subject of "hitting" someone. One can use the DirToObj command to get the direction to an object. Then take the value returned from that function and then subtract the direction of the object from it
Ex:
abs(([unit1, unit2]call DirToObj)-(getdir unit1))
This will get the amount that the object accually needs to turn, instead of a setvalue like 280. If the unit is almost facing it, it will return a value like 5 or 14 degrees.
Thanks,
Bluelikeu
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I know how to do it, and thought it's possible without any scripting from when I first thought of an Ancient Japan mod. Another well respected forum member and modder has confirmed it, and says others are using this method because scripting is slow and has other problems. My problem is I am inexperienced in making animations and weapons.
Here's what you do, theoretically. As weapon detection is automatic, you set the weapon config so that even though your weapon isn't, for example, firing bullets, it is firing itself. If need be, a small invisible configed weapon could be put on the players fists, and even feet if you made animations to kick as well as punch.
Going on from that, there are leaning animations allowing you to shoot around corners, so even multi-strike unarmed stuff is possible. Probably a lot of work (which we don't need as yet), but possible.
Weapon config works, as other modders are apparently now using it and changing their scripted versions over. If anyone here is doing that and would like to tell me and Viper how to do it in simple steps... Well, you'll get huge amounts of brownie points in heaven. (If you want huge amounts of brownie points in hell, then include a simple working character addon who can punch and damage someone..!)
Is this still on topic..? Oh yeah; Addon Ideas. Too easy to wander off and then have a moderator go, "*cough* Ahem..."
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Yeah, that's what I've been using. I didn't know it was so widely recognised :P
By the weapon constantly firing, but by setting the max distance of the rounds to just outside the edge of the weapon (or hands //whatever) then it is like having a sharp blade. ie. whenever you move it next to something or someone, it dammages them.
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Does it lag at all like that? Would it be possible to make it fire only when you punch, or swing the stick/sword?
Do you have a small addon I could try to see how it looks in action? Might give Viper some ideas too - he's way ahead of me on anims and such, but seeing something already working might launch him into hyper-learning... :D