OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Blanco on 23 Jun 2004, 19:48:18

Title: Scripts with the ICPanims
Post by: Blanco on 23 Jun 2004, 19:48:18
Most people use custom anims in their missions just for eyecandy in intro and cutscenes because most anims don't allow the unit to shoot and turn while they're in the pose.
ICP_animsfrom the VDV2.0 effectpack are the exception. Units CAN turn and shoot, but they can't reload.

I've wrote a script so AI is able to reload.
And I found a way to stop their anim when I want.

**Attachment deleted, scroll down and find the updated versions of the script**

So I've made with 2 small demomissions.


You need the editorupgrade102 and the ICPanims.pbo.
Both addons are in the zip of ICPgunnest


Here are some pics to tease you...  :P

ICP gunnest

http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_bunker2.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_bunker3.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_bunker1.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_CH_relax.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_CH_bunker.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_CH_MGfire.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/ICP_CH_MGfire2.jpg

ICPtrench

http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/Trench_side.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/Trench_side2.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/Trench_backview.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/Trench_bullets.jpg
http://img75.photobucket.com/albums/v228/blanco2/COVERANDHOLD/Trench_fight.jpg


Title: Re:Scripts with the ICPanims
Post by: Swan on 19 Jul 2004, 16:20:51
It is wonderful!
ICP_Anims = "Iraq Crisis Project" Animations by ORCS Development Studios.
 
How about here such application ICP_Anims?

http://www.s551.hotmail.ru/Picture/Trench/190701.jpg
http://www.s551.hotmail.ru/Picture/Trench/190702.jpg
http://www.s551.hotmail.ru/Picture/Trench/190703.jpg
http://www.s551.hotmail.ru/Picture/Trench/190704.jpg
http://www.s551.hotmail.ru/Picture/Trench/190705.jpg

Blanco, you unique have understood for what it really it was necessary!
Title: Re:Scripts with the ICPanims
Post by: Blanco on 19 Jul 2004, 20:39:52
Thx!

The dllinks are down atm and my host in vacation, but I will update the script when my other projects are finished

It was my first idea when I saw AI was able to shoot with the ICPanims.

I tried several other things like creating a more carefull behaviour, jungle and urban formations but AI has it's own stuborn will and it's very difficult to make it work perfect

But it works great for trenchfights, and soldiers behind windows...

Looks great those trenches, Are they out yet?
I hope AI is able to see and fire over them, because I have to destroy the sandbags first otherwise AI's view is blocked. (a tip from Zayfod from his AI cover & hold script)
   



Title: Re:Scripts with the ICPanims
Post by: Swan on 20 Jul 2004, 04:47:37
AI freely open fire on the opponent from a trench. The trench is ergonomically constructed for the "person".
There are small problems with AI attaking a trench. I little have overdone. But all is easy for correcting.

http://www.s551.hotmail.ru/Picture/Trench/0705.jpg

Is also here such:

http://www.s551.hotmail.ru/Picture/Trench/5001.jpg
Title: Re:Scripts with the ICPanims
Post by: Manitou on 20 Jul 2004, 14:23:30
These trenches of yours, look mighty impresive, Swan. :)

I simply can not wait to implement the Blanco's anims and the trenches into my squads missions.

No this. The pair of you are exceeding the quality of BISs work. They should have implemented this stuff when they made the game. Why not? 1. They couldn't do it. 2. They were too lazy. Either way the pair of you should hold your heads up high and BIS should hide thier faces in shame.

Keep up the excellent work, fellas ;D
Title: Re:Scripts with the ICPanims
Post by: Blanco on 26 Jul 2004, 19:16:16
I wouldn't say they were too lazy. I'm very thankfull to BIS they've created this amazing game and the kickass editor in the first place.

Anywayz, I've made a little movie from the my trenchscript1.1 in action : http://www.cross-fire.be/~lonewolf/ICPtrenchmovie.avi
Still testing things, but release is soon...

Do you think this will work with your trenches, Swan?

 

 
Title: Re:Scripts with the ICPanims
Post by: Manitou on 28 Jul 2004, 19:18:02
Ok, that was maybe a little over the top about BIS.  :-[

I just watched the vid and I couldn't believe my eyes. :o How good did that look! ;D The way they are resting against the sandbags looked perfect and when they shifted into the kneeling position, it just blew me away. :D  

I'm counting the days untill you release, Blanco. I can't wait to try it out in mission for my squad. They will shit them selves.  8)
Title: Re:Scripts with the ICPanims
Post by: Blanco on 30 Jul 2004, 20:59:05
(http://img.photobucket.com/albums/v228/blanco2/COVERANDHOLD/pic.jpg)

It's not perfect and don't think I can improve it anymore, I tried everything I know.  :P
Read about the usage, restrictions & bugs listed in the readme. It took me more than 2 hours to write one down (in my bad English :p ) so please read it!


DOWNLOAD HERE (http://www.ofp.at/index.php?act=download&dlid=470)

Mirror (http://users.telenet.be/blanco/Scripts/Trenches1.1.zip)


It comes with a small demomission.
Addon (ICPanims) is in the zip

Have phun
Title: Re:Scripts with the ICPanims
Post by: Manitou on 02 Aug 2004, 00:29:52
Don't be so hard on yourself, Blanco. I've checked it out and showed a few others and we have all been amazed! ;D 8)

I got the go ahead to use it for missions on our co-op squad server so I'll let you know how it goes in MP.

It was realy good, watching the ai act sensibly for once. :)
Title: Re:Scripts with the ICPanims
Post by: Manitou on 03 Aug 2004, 12:43:16
Been playing arround with your scripts. I wanted to see if I could place units from the trench into buildings arround the village. As soon as I started the mission, they would wander back towards thier group leader for a couple of seconds then sit down in the road, or where ever they had got too. I put a "dostop this" in the soldiers INIT line and it was fine. After the soldier went active, I noticed that he would switch his aim around all the entrences to the room and the windows. I don't know if you meant for that to happen but if you did, it makes the script even better. :D

I'll try and get the script onto our server to test it for MP tonight, so I'll let you know how it goes tommorrow.
Title: Re:Scripts with the ICPanims
Post by: Blanco on 03 Aug 2004, 17:04:13
Here's the main idea.
Every step is important.

You ALWAYS need a group with an officer with binocular.
Every unit in the group need NONE selected in the SPECIAL menu (default is IN FORMATION) (*)
The officer MUST be watching the direction his group should cover.
The group needs at least one MOVE waypoint with SAFE (*) behaviour.

When the script is active, the officer is always standing and scanning with his binoc. The other units randomly sit or stand, but there are always more sitting units than standing ones. The sitting ones are turned in the opposite direction than the officer, so it looks like they're siiting or leaning against the barriers.

The standing ones are turned in the same direction than the officer.

When there's contact, all units shift in a kneeling position watching the officer's direction. (that's why the officer's direction is so important). When the officer got killed first, don't worry, his direction is stored in a variable from the beginning.
Sometimes they cover their six, but the officer's direction is priority.
Unfortunately at that moment they don't act as a group anymore. When I leave them in group all their watchdirections are messed up. I tried everything to make it work in group, it just don't work. I could make things a lot easier.

So if you put units behind windows in houses, they will do the same, but all of them will watch the same direction.
Make sure they don't clip with the walls, it's better to place them a bit behind then too close to the window. This needs some testing and tweaking,but if you do it right you can make them fire through very tiny holes if you want.
Once I've managed to make a sniper firing through a hole aprox. 20cm by 20cm  

I've got better scripts in the make for fixed positions in houses for snipers and etc using the same principle an methode
With a little trick I can even make him cover the door of the room he's hiding only when needed.
I'm using it in a WW2 mission and It give you great kick when you got shot by a crouched sniper hiding in a building.

Also...  a script to make active use of the custom ICP guard anims is almost ready. It was made especially for crew of static weapons like machineguns, cannons, etc...

The leader of the crewgroup is always standing, the other are randomly sit or stand. Leaders are always standing because It would look weird if they were siiting and his men are standing. (question of hierarchy, call me paranoia, lol)
It always looks good. AI units have the pleasant habit to watch eachother when standing close to eachother. It looks like they're talking to eachother or the leader's giving the last instructions to his men.
When they spot an enemy the crew stands up an board the weapon and the script exit.
The transition between an ICPstand and a BIS anim is a bit smoother now.


(*) That's the reason why they start moving towards their group leader, you probably have an AWARE waypoint or IN FORMATION is selected in SPECIAL dropmenu of each unit .You don't need a dostop command.

1 thing I forgot to mention in the readme : It doesn't work with grenadiers, mortarsoldiers,AT soldiers, AA soldiers  There is reload  problem when they select their grenadelauncher,LAW, Etc ,

AFAIK unsolveable









Title: Re:Scripts with the ICPanims
Post by: Manitou on 04 Aug 2004, 01:23:58
Had a go at a mission using your scripts on our server and I'm very pleased to say that they worked exactly as they did in the editor. ;D

Everyone thought they worked realy well and made assaulting the objective a difficult job.

Great job Blanco. We are looking forward to seeing your fixed position and windo/doorway scripts. :)
Title: Re:Scripts with the ICPanims
Post by: DBR_ONIX on 04 Aug 2004, 15:21:09
Hey
I had a look at the script..  Really nice ;D
Anyway, is it possible to do something like this :
Have a sniper on a hill a while back, have him as the "officer",
And have the other units in buildings..
They all have "virtual radios", which can justify they're telepathy ::)
So when the sniper spots enemys, he can alert the units in the buildings..
But if the player spots the sniper and takes him out for a distance, the units inside won't know about the squad...

Possible?

Hmm (I've not looked at the code really, yet), is the direction the units cover a getpos of the officer? If so.. Could a gamelogic or another far off unit used to get the direction?

- Ben
Title: Re:Scripts with the ICPanims
Post by: Blanco on 04 Aug 2004, 19:26:10
Quote
Had a go at a mission using your scripts on our server and I'm very pleased to say that they worked exactly as they did in the editor.

...and I'm very pleased to hear that!
I'm a bad MP scripter and I'm glad it works in MP.
Indeed, they are hard to spot and kill iwhen you attack them from the front, even if you are a sniper.


Quote
(I've not looked at the code really, yet), is the direction the units cover a getpos of the officer?


No, a getdir of the officer.
A gamelogic should work too, but I don't wanted the user to put many things in the editor to make it work.

Quote
Have a sniper on a hill a while back, have him as the "officer",
And have the other units in buildings..

Yes, that's possible, but they start  in group iwith SAFE behaviour, but I have to ungroup them all (otherwise watchdirections are f*cked up) when they start to shoot, so the sniper is not a functional spotter.
Quote
So when the sniper spots enemys, he can alert the units in the buildings..
Yes, but that's all he can do, he can't report the loacations of the enemy to the others in the buildings.
I really really wanna make work in group, it would make things so much easier.

Tommorow (probably) I will release the script with the custom ICPanims (non-fixed) for crew of static weapons or vehicles... . It can be used for normal guards too. It's easy and it works perfectly.
It's nice to spice up your intro and for the first time you mission too.

Also I'm working on the scripts for fixing positions, the doorway/window stuff is done and works pretty well.
It looks like the soldier feels like there somebody around and he will change his direction when somebody come through the doorway or spots somebody through another window.
I did a test yesterday with a WEST sniper in a building and 5 EAST guys (all of them default skill) with a SEARCH and DESTROY waypoint on top of the building.
My sniper shot two of them from pretty far, the EAST group decided to flank him so they're out of sight of the sniper.
When they were close to the building, my WEST guy sniped one through the window on his left, another one was killed in the doorway.
Then the last East guy killed him from the rear through the window while my sniper was guarding the doorway.
Offcourse if the EASTgroup was smarter they've thrown one grenade and end of story.  :P
But they didn't and lost 4 men.
I've put a machinegunner in his placeand he killed them all before they were close to the building
I was thinking about giving him a handgun,then when the enemy is close to the building, switch to his handgun etc...but I'm stuck with a reload problem.


 









 



 







Title: Re:Scripts with the ICPanims
Post by: Blanco on 09 Aug 2004, 17:40:00
Another ICP animations application is ready for DOWNLOAD (http://www.ofp.at/index.php?act=download&dlid=477).
ICPguard, actually it's more ICPsentry because soldiers don't patrol...

(http://img.photobucket.com/albums/v228/blanco2/ICPguard2.jpg)
The sarge was telling us a bedtime story...  :P (http://img.photobucket.com/albums/v228/blanco2/ICPguard3.jpg)

This script is nothing big, but it can make your mission a bit different (cinematic) from the others. The script puts soldiers in a random ICPguard anim, when one of them got killed or spots an enemy they'll switch back ASAP(*)- to the default BIS anim and follow their waypoints.

Check the readme for instructions.
(*) As smooth as possible  ;D
Title: Re:Scripts with the ICPanims
Post by: Manitou on 10 Aug 2004, 16:09:47
You have done it again! 8)

You are single handedly implementing all the features I would like to see in OFP2. Next thing, you'll be posting here with a script to fix OFPs dodgy clipping issues. ;)

Works realy well and should make stealth or hostage rescue missions a whole lot more controllable for mission makers.

I'll get the scripts into my lattest mission (allready using your trench scripts) and let you know if all goes well in MP.

One question? Does your grouplink script work with this, and will it trigger guardscript group into action if another grouplink group alerts them to an enemys presence?
Title: Re:Scripts with the ICPanims
Post by: Blanco on 10 Aug 2004, 17:43:56
Offcourse, groupchain.sqs (not grouplink that's from Keycat is something totally different) works with ICPguard or any other mission.
Just add the groupnames in the exec array and execute it in your init.sqs.
You can run groupchain.sqs multiple times with different groups if you don't want some groups to interact with each other.




 


Title: Re:Scripts with the ICPanims
Post by: Manitou on 11 Aug 2004, 01:14:47
Bit of good news. :)

Your Guard  script worked in MP. Tested it tonight and it worked just as it does in SP. More great work, Blanco. Give yourself a pat on the back. :D

Bit of bad news.  :(

Maneged to sneak up close to one of the trenchscript groups in MP and I spotted a problem. When the group became aware of my presence, the leader hit the deck ok but the soldiers remained in thier ICP safe, animations. In a bizare twist, the soldiers started firing on me, whilst sitting down! The guys gun was pointing in the air, there was muzzle flashes from the barrels of thier guns but the tracers were coming at me from where they would if the soldiers were in the crouching animation.  :o ???
Title: Re:Scripts with the ICPanims
Post by: Blanco on 11 Aug 2004, 16:32:06
Now that wicked!  :o
Damned, that bad news....

I know you can fire in the anim, it looks weird.
Was the trenchgroup running groupchain.sqs?
What did you different with the MPtest you did on August the 4th?
It looks like not everyone (or nobody?!) is seeing the anims.
I'm afraid the same thing can happen with ICPguard because is based on the same principle...




Title: Re:Scripts with the ICPanims
Post by: Manitou on 11 Aug 2004, 17:31:35
Group chain was on the group as well as Trenchscript.

On Aug the 4th, we couldn't get near enough to the trenches to see the anims change, We used a 30ml cannon to clear them from the trenches. I knew they had fired at us, so I thought the script worked fine. After further tests I noticed that the trenchscript's safe anims just don't change into the crouch/combat anim, when they go alert.

Strange thing is, ICPguard worked on the same mission that the trenchscript problem occured. Grouplink was running on both groups of troops.
Title: Re:Scripts with the ICPanims
Post by: Blanco on 11 Aug 2004, 18:11:16
ok, it's a custom anim issue.

I remember Zayfod had the same problems with his rappel script in MP.
That rappelscript uses custom anims too.
He solved it (or was it Snypir?), so I take a look at his script when I'm home.
I can't promise you anything , cus I don't know shit about MPscripting.
The thing is, I can't test missions in MP, because I have only one PC and I don't even have the internet at home, only at work.
Anyway, I'll send an email to Zayfod, AFAIK he's in the ECP team now, so he could be very busy atm.

Thx for being a good betatester btw  ;)
Title: Re:Scripts with the ICPanims
Post by: rOk on 12 Aug 2004, 12:00:52
Quote
I can't promise you anything , cus I don't know sh*t about MPscripting.

Not at all, I think you're pretty good.
Just for the record- your satellite thingy works perfectly in an MP environment.
Cheers, keep up the good work  ;D


#edit

Just one question though-about groupchain.sqs
Is there a pre-defineable distance for them to communicate?
Title: Re:Scripts with the ICPanims
Post by: Blanco on 12 Aug 2004, 17:05:00
I did nothing special to make it work on MP, so I guess I was lucky :-)

No there is no predifened distance in groupchain.sqs, but I had the same idea and I'm looking to make it work that way. Would be cool and much more realistic. I was thinking about 150-200m and reduce it with 15% at nighttime because you can hear better at night.
At least I can  :)
But... hey... I'm in the wrong thread here....


Title: Re:Scripts with the ICPanims
Post by: rOk on 12 Aug 2004, 18:03:23
Yeah, I hear better at night too.  ;D

About the distance
Most versatile would be if you'd set it so that the mission editor can set that as he wishes*, at greater distances perhaps having to have a radio in the group in order to get the message.


*Like in that script I think from GeneralBarron called infoshare.sqs-you can set the distance manually in the script.
Title: Re:Scripts with the ICPanims
Post by: Manitou on 14 Aug 2004, 14:00:01
I think there may be a problem with Guard script on MP. We tried it last night and it appeares as if some of the ai soldiers return to their ICP safe anims after they have been alerted and move off to thier new waypoint. The squad in question had a seak & destoy waypoint.

If there is no way of fixing this and the trench scripts, is there a way of making a version for MP without the ICP anims, or are they essentialy what makes these scripts work?
Title: Re:Scripts with the ICPanims
Post by: Blanco on 16 Aug 2004, 16:36:44
No not really, it's all about the custom anims.

There were other trenchscripts made in the past by Zayfod, search for AI cover and hold by Zayfod in the betascript corner. It a pretty old, about a year ago, I think.
That script doesn't use custom anims.
I don't know it works in MP, but there's a bigger change it does.



 
Title: Re:Scripts with the ICPanims
Post by: Chammy on 17 Aug 2004, 05:03:42
Hey Blanco, I have another Sound mod you need to try.It is better than the last one I posted earlier cause i made some corrections and changed some sounds plus the vehicles.

http://www.lulu.com/content/69521

I took the old ones off so there shouldnt be a mix up.
Title: Re:Scripts with the ICPanims
Post by: Chammy on 17 Aug 2004, 05:31:12
I checked out one of your animation scripts and they're awesome man.Keep up the good work.
Title: Re:Scripts with the ICPanims
Post by: Manitou on 22 Aug 2004, 17:31:09
Blanco, I've had an idea for a MP version of you trench scripts. Is it possible to have the uits start in the "CrouchToCombat" anim, instead of the "relaxed" anims, as if they are allready pre-warned of danger? This would get round the problem of the ai sticking in thier "relaxed" anims. Although it wont look as cool as the SP trench script. It will still be an excellent defensive asset for Ai troops. 8)
Title: Re:Scripts with the ICPanims
Post by: Blanco on 23 Aug 2004, 19:45:24
I think the first version (already deleted...) was like that. Everybody in the trenches was ready, the relaxed anims was something I've added afterwards.

It could work in MP like that, but I'm not sure because the ICPcrouch anims or still there. Can you see the ICPcrouch anims in MP, or is it the switching between the BIS and ICP anims you don't see.
This will be a problem too in MP with script for the fixed positions in houses etc..

Btw :
I see you digged up Zayfod's AI cover and hold script and I'm pleased to hear he has updated the script. I'm very curious what the improvements are...  :P


Title: Re:Scripts with the ICPanims
Post by: Manitou on 24 Aug 2004, 13:03:44
The soldiers do go into combat mode, it's the relaxed anim that sticks. When they fire, the shots come from where the rifle would be if they were kneeling. I think that it's the change in anim that causes the problem. They all start in the relaxed ICP anims but can't seem to shift anims so starting them in a crouched anim should work fine. It wont matter if they stick in crouchToCombat anim as that's what will make them so hard to shoot at.

For the script you are developing for fixed positions, again a MP version could be made where they start alert, in crouched anims, as it seems to be the change from one anim to another that MP doesn't like.

Zayfod's scripts work very well in certain situations but not so well in others. I noticed that sometimes the ai find it difficult to spot you, even when you stand right in front of them. Hopefully his new version will address this. :D
Title: Re:Scripts with the ICPanims
Post by: Blanco on 28 Aug 2004, 17:32:43
Here are some test pics I made from the Fixed positions script :

(http://img.photobucket.com/albums/v228/blanco2/sniping.jpg)


other :

http://img.photobucket.com/albums/v228/blanco2/alarmed2.jpg
http://img.photobucket.com/albums/v228/blanco2/relax.jpg
http://img.photobucket.com/albums/v228/blanco2/window.jpg
and a little vid : http://users.pandora.be/survival/fixedpos.avi

Title: Re:Scripts with the ICPanims
Post by: Chammy on 28 Aug 2004, 22:04:03
No video? ???
Title: Re:Scripts with the ICPanims
Post by: AnarCHy on 28 Aug 2004, 22:14:13
This is the first time I posted in this thread but WoW!!!  :o :o

Basically wow at all of the stuff, but the movie really showed it off.

I also kind of liked the atmospheric feel to the movie (heeh kind of fun to watch that the whole way through)

And, what soldiers did you use for that?  (probably already answered this) Is it the Marine Assault Pack?


Wow blanco
AnarCHy
Title: Re:Scripts with the ICPanims
Post by: Blanco on 02 Sep 2004, 19:01:37
Thx,

I think I can release the FIXEDpositions script in a few days.

I did some tests yesterday and they are doing it pretty well. (in SP)
When an enemy is closer then 50m and he knows you're there, he will target the closest and most known enemy, otherwise he will watch the direction(s) you've defined.
So don't be surprised when you enter a building ,the enemy will been waiting for you when you enter the room where he''s hiding.
In most battles I did as attacker, the guys in the buildings were the last men standing (actually sitting :-) ) and were extremely dangerous when we moved into town.








Title: Re:Scripts with the ICPanims
Post by: Blanco on 12 Sep 2004, 19:56:45
hmmm, I think I gonna shut my mouth next time...

Just log in to say that I'm on vacation (for 3 more weeks), will release the script when I'm back
Title: Re:Scripts with the ICPanims
Post by: Blanco on 21 Sep 2004, 04:35:07
Fixed positions script

(http://users.telenet.be/blanco/Scripts/screen.jpg)

Nice screen, huh?

This AI script could make urban combat(defense) more interesting. It can ONLY be used on individual units with at least 1 waypoint!

With this script you can put soldiers in houses behind windows or any other obstacle it can see and fire through / over . When the enemy enters a building, there's a fair chance he will kill him in the doorway when he enters the room. (or even through another window he was currently watching)

The zip contains two opensource missions,

Last man standing and le Port.
In the first mission you play the defender, in le Port you are the attacker.
Both missions use one addon, ICPanims , it's in the zip.

This is the last application script using the ICPanims.
I hope I can make it work in a similar way for MP, because I believe the script is more useful in Coop missions.

Check the readme for instructions
Let me know what you think about it.

Download it HERE (http://users.telenet.be/blanco/Scripts/Fixedpos.zip)
Title: Re:Scripts with the ICPanims
Post by: Manitou on 24 Sep 2004, 13:34:12
More superb work, Blanco!!! ;D

Gone are the days of seeing wedges of stationary ai waiting to defend towns, bunkers and trenches. With these easy to use scripts, an assualt mission will become a tactiaclly challenging operation, fruaght with danger that lurks around every corner.

Mission makers can now create hostage rescue missions with a level of controll of the captors, never before experienced in OFP.

Low end PC users will also greatly benefit from these scripts. This is because mission makers can now place enemy ai in all manner of develish positions that will both improve their survivability and thier effectivness, when they engage you and your squad. This means that thier is no longer the need to place a platoon of enemys to defend an objective as half the number of troops, well placed and using these scripts, will proove to be difficult to budge.

Finnaly, the ICP annims have allowed for far more natural and believable enemy, when they are waiting at their posts. I can't describe how much better it is to be sneeking up through the bushes, taking a look through your binoculars and finding the enemy are set up in what looks like one of the cutscene animations, from the PR screenshots, the addon mod teams send to the OFP news sites.

Hat's off once again to Blanco and his scripts. :D

Best of luck with the MP version of the scripts, Blanco. Let me know if you want help beta testing them. :)
Title: Re:Scripts with the ICPanims
Post by: Blanco on 20 Oct 2004, 05:36:15
Thank you for these kind words, you almost make me blush  :)

I'm working on a improved version of my trenchscript. (still only SP)

The trenchunits are far more attentive now for tango's within medium range (<100m and > 50m).
It worked very well in my fixed pos script, so I 've implented that code in my trenchscript.
Also,... I've noticed that the machinegunner in a trenchgroup made 90% of the kills, When you've killed the machinegunner, sometimes the other members were less dangerous.  This is better in the improved version.

First tests were promising  :)

So save your nades and make effective use of your grenadier  

Quote
Best of luck with the MP version of the scripts, Blanco. Let me know if you want help beta testing them

I will send you pm when I'm so far.

Almost forgot : I'm doing tests with a version that almost work with groups.
That's a big step forward, because then you can play as commander and reveal targets to your men or if you leave this to AI, they will fight without some fancy scripting.
The only problem is that they are all watching NORTH the opposite direction of the leader (why for godsake) at the beginning,  they ignore all the dowatch commands...and that's a real pity.



 

Title: Re:Scripts with the ICPanims
Post by: penguinman on 13 Feb 2005, 22:27:18
did u delete the trench script from the first post, why? i want to try it?

even if it is an obsolete version, who cares its better than none

please repost the old one while your making the new, it looks so great from the video
Title: Re:Scripts with the ICPanims
Post by: Blanco on 14 Feb 2005, 01:55:37
the mirror works for me.

Title: Re:Scripts with the ICPanims
Post by: penguinman on 15 Feb 2005, 03:35:30
where? i cant find it.
Title: Re:Scripts with the ICPanims
Post by: penguinman on 15 Feb 2005, 03:38:40
o,

im dumb.

never mind i found it.

thanks
Title: Re:Scripts with the ICPanims
Post by: STGN on 17 Feb 2005, 23:23:09
I think this script is realy cool but i tried it whit FLASHFX replacement mod and their it whont work why is that?
STGN
Title: Re:Scripts with the ICPanims
Post by: Blanco on 18 Feb 2005, 01:57:35
Hmmm, probably a bug in the ammo script...

Ok, try this :

- Open the ammo.sqs
- Remove the line : _unit removealleventhandlers "fired"
- Replace it with : _unit removeeventhandler ["fired",0]
- Save the script and try.

**EDIT**

Yup, It works. I just tried the Fixedpos mission Last man standing and I saw the BN tracers, so I suppose it will work that way. (and it was a great nightfight  8) )
I also tried the Le port mission and I was killed when I entered a house, I was killed in the doorway.  :P

Do the same thing with the trenchscript, because it the ammo script is also a part of the trenchscript.

Thx, for reporting the bug.


PS : If somebody knows a way to make the ICP script work in MP, be my guest, because I believe the ICPscripts should be great and challenging in Coopmissions.
   




Title: Re:Scripts with the ICPanims
Post by: dmakatra on 17 Apr 2005, 23:13:05
Hey Blanco. Really nice script. If you don't mind, I want to change a few things in the scripts to make them suit my needs better. Is that OK? :)

And where can I get the documention of these ICP_Anims? They look real neat, but I can't use all of them since I don't have the names. ;)

:beat: *Gets Shot* :beat:
Title: Re:Scripts with the ICPanims
Post by: Blanco on 18 Apr 2005, 00:11:33
Thx, no problem. Do what you have to do.

The anims were part of an ICPeffectpack (with a readme),
I've found the pack on the old OFP.at and OFP News fansite, but both are dead now...
I'm searching on my HD in my big OFP Central folder... :) with more then 26Gb of sorted and unsorted  addons , but I can't remember  the zip/rar name... Is there a way I can search my HD, even in zips & rar's?


ICPStand1      
ICPStand2      
ICPStand3      
ICPStand4      
ICPStand5         
ICPStand6      
ICPStand7   
ICPStand8      
ICPStand9      
ICPStand10      
ICPStand11      
ICPStand12      
ICPStand13      
ICPGuard1      
ICPGuard2
ICPGuard3
ICPGuard1Radio
ICPCrouch1
ICPCrouch2
ICPCrouch3
ICPCrouch4
ICPCrouch5      
ICPMarch1
ICPMarch2
ICPLie1
ICPLie2
ICPLie3
ICPSitdown1
ICPSitdown2
ICPSitdown3
ICPSitdown4
ICPAim1         
ICPAim2         
ICPAim3         
ICPAim4         
ICPAim5         
ICPAim6         
ICPAim7         
ICPAim8            
ICPAim9         
ICPAim10      
ICPAim11      
ICPAim12
Title: Re:Scripts with the ICPanims
Post by: dmakatra on 18 Apr 2005, 07:05:15
Hey thanks man! :)

:beat: *Gets Shot* :beat:
Title: Re:Scripts with the ICPanims
Post by: Blanco on 27 Apr 2005, 01:46:35
Finished an update :)
I left all the eyecandy out and reduced the whole thing to one script. You don't need the ICPanims.

This script puts units in a defensive crouch position behind windows or obstacles.

To execute the script:
1.
-Set up east/west/resistance present triggers to specify enemy units with the following conditions:-
-East/West/Resistance present (whichever side is to be considered the enemy of the side using the AIcover script)
- Once
- Name : whatever you like. (eg : eastunits)
- Size and shape to cover the entire mission area
- Condition : this
- On Activation :

2.
- Place a group or individual unit on the map (you don't have to name it)
- Put every unit in the desired position and direction.
- Every unit MUST have "None" selected in the special menu!

3.
Run the script by following parameters (in the init field of one of the units of the group)
Code: [Select]
["init",this, name of the trigger for the enemies] exec "Aicover2.sqs"
 Example :
Code: [Select]
["init",this, eastunits] exec "Aicover2.sqs"
Note : Don't give the group or unit any waypoints.

Recommended but not required :

Sanctuary animation pack 1.7 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=f4de44b978c5f06dfae77bae80bdd2c7;act=ST;f=4;t=46041) (Version  doesn't matter, it's only about the crouch animation.)

 The Sanctuary's crouch animation is much more stable (in terms of balance) than the BIS version. Each time a unit stands up or turn  he will shuffle a few centimeters to the left or right.
This can cause serious trouble because the unit will end up next to the obstacle or window after a while!

The script was not tested in MP, but I really really really hope it works because AI units are far to stupid to fight against them.
Please someone, test this in MP!


 
Title: Re:Scripts with the ICPanims
Post by: Blanco on 07 Jun 2005, 10:10:29
Can this be tested in MP, please? (with or without the sanctuary anims)
I want to put this script in the pending section...
 
Title: Re:Scripts with the ICPanims
Post by: 456820 on 27 Jul 2005, 20:03:34
ive given this a good luck at and this is perfect for a mission im making
anyway in the syntax it says "init" what does that do
also i copied the example syntax into my mission and got an error about ["init", unknnown operator i think it was shame
the demo mission works fine
ill try and put it in the init.sqs and name the units

anyway deosnt matter found the problem they were in italics
for some reason when i start it the units seem to start to spin around and look the oposite whay i put them ?

atleast they should spin back round when the enemy comes
well anyway in the fighting they spin around to where the enemy is coming from then spins back round and dont seem to do any firing ?

i also did
[this] exec "fence.sqs"
in the fence's init field

whats going wrong ?
Title: Re:Scripts with the ICPanims
Post by: Blanco on 27 Jul 2005, 20:45:08
No, the "init" string is not related to the init.sqs.

I try to explain...
In the AIcover2 script there's a label named #init. In top of AIcover2 you got this line :

Code: [Select]
goto (_this select 0)
...so the script will jump immediate to the init label.

Same goes for :

Code: [Select]
["crouch",_unit,_trig,_dir] exec "AIcover2.sqs"
Again I run the same script, but this time 1th param is "crouch".
...so this time the script will jump to the crouch label.
...and so on.

I saw this technique a first time in Bremmers AIscript because I was wondering how he could reduce the whole thing to only 1 script. This was the way.

Quote
for some reason when i start it the units seem to start to spin around and look
the oposite whay i put them ?

I don't know what you did wrong, but the units must have "none" selected in the special menu.

I saw them spinning around and watch the opposite when I kept them in group.
OK, you run the script on a group to make usage easier, but once the script starts all units will be ungrouped, especially for the reason you've mentioned. (the spinning)


Anyway, have you checked this (http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=24847)

Bdfy1 has modified my script, now it works on groups.  :)
Units in group are far more attentive then single units so I had to write a scanscript to fix this. (Infoshare from GB is also a good solution). Now they work in group,  I can delete the scanning part...
He did even more, he combined Aicover with GB manmg, thx to the enableAI trick he uses.
You can have a fully operational defence-line, even medics with a support wp will do their job without a problem.
You can even play as commander and assign targets to the trenched units, they won't leave their position.
I recommend you to try his version. Play the testmission and when you are convinced, double the amount on both sides, play as attacker and try to conquer that hill.
Title: Re:Scripts with the ICPanims
Post by: 456820 on 28 Jul 2005, 09:43:05
okay i got thae part of the "init" when i opened the script up after i posted
so sorryt about that
all units have none in the special

also after a while i managed to get it to work not sure how
but also how about to have the people behind the fence fire more
they do fire im actually now often killed by them

but they only fir a bit i want the sniper ive paced to keep poping rounds with out using do targeet and do fire commands is that possible

nice script definately makes smarter ai

but how about a part name the fence and run the script in the units init field
but they just stand in safe mode patrolling using domove commands
then once the enemy is detected the pull there gun off their back and run to the designated fence and then go into the crouch pos
Title: Re:Scripts with the ICPanims
Post by: Blanco on 29 Jul 2005, 14:49:49
Quote
then once the enemy is detected the pull there gun off their back and run to the designated fence and then go into the crouch pos


When AI is under attack they don't realy listen to domove commands, they will try to safe their own ass first.
Especially when the position has to be exact...

The only thing you can do is to force him via switchmove commands and make him run towards the fence and when he's close execute the crouch script.
I did some experiments with this and it could work, but there may no objects between the unit's position and the fence because you can't rely on the AI (lousy) pathfinding anymore, you force him to go there.

Quote
they do fire im actually now often killed by them

Do you mean now or not?
I like it that snipers don't fire like lunatics, otherwise they will give away their position.
I even run this (http://www.ofpec.com/editors/resource_view.php?id=737) on them :)

Title: Re: Scripts with the ICPanims
Post by: Chammy on 06 Aug 2006, 21:49:37
Hey Blanco, is this one the same as your ICP guard? And do you know if there is a patroling /marching change in the animation? I've looking all over for them, I wonder if yours does the same.
Title: Re: Scripts with the ICPanims
Post by: Blanco on 08 Aug 2006, 21:06:06
ICP anims are what I call semi-static anims. Units are not able to move, but they die in a normal way and they can turn and shoot.
The ICPguard script puts an unit or group in a random guard animation, once a unit's alerted the rest of the group will change their animation to the default BIS ones and follow their waypoints.
Units can stand or sit, only the leader will always stand. (protocol :) )

Yes you will see a change because transition between the ICPanims en the default BIS anims are not perfect. You will only notice it in a blink of an eye tho...
 
In attachement all the cover scripts I made + AIcover3.1 by bdfy.  (He modified and improved my AIcover script )

Attachment contains :

These scripts require ICP anims ( in the zip)

- Trenches 1.1
- ICPguard
- ICPguard - only stand
- Fixedpos

AIcover3.1 by bdfy requires nothing, but santuary anims are recommended. (It's a  complex story)
Optional addon is AI cover pack, it contains a destroyed woodfence, but one that doesn't crumble (this allows AI to fire over the wall in crouched position). None of the scripts are MP compatible






 
Title: Re: Scripts with the ICPanims
Post by: Ikonred on 12 Aug 2006, 19:03:32
very nice i will test and maybe use  ;)
Title: Re: Scripts with the ICPanims
Post by: guziczek101 on 12 Aug 2011, 16:56:49
i'm sorry for playing an archeologist but if someone have this superb script??
Title: Re: Scripts with the ICPanims
Post by: Walter_E_Kurtz on 13 Aug 2011, 13:43:02
I was planning on tidying up the package, but never got round to it: there's no need for it to contain 3 copies of the anim addon.

Also, there are problems in a couple of the demo missions. Sometimes units are stuck in switchMove animations sitting down, meaning they don't stand up and fight when attacked. IIRC this was because the script to break them out referred to them differently from the names they'd been given in the editor. It should be noticeable when you try.
Title: Re: Scripts with the ICPanims
Post by: guziczek101 on 19 Aug 2011, 12:47:24
Many thanks Walter_E_Kurtz
Title: Re: Scripts with the ICPanims
Post by: ahmed117 on 27 Jan 2012, 06:46:08
Great job Sir, But any way, where I can find a list of commands of moves of icp_anims?
Title: Re: Scripts with the ICPanims
Post by: STiT/LK on 27 Jan 2012, 13:10:30
Available values of ICP Anims are:
Standing animations:
Code: [Select]
ICPStand1
ICPStand2
ICPStand3
ICPStand4
ICPStand5
ICPStand6
ICPStand7
ICPStand8
ICPStand9
ICPStand10
ICPStand11
ICPStand12
ICPStand13
Guarding animations:
Code: [Select]
ICPGuard1
ICPGuard1Radio
ICPGuard2
ICPGuard3
Crouch animations:
Code: [Select]
ICPCrouch1
ICPCrouch2
ICPCrouch3
Jumping animations:
Code: [Select]
ICPJump1
ICPJump2
Lying animations:
Code: [Select]
ICPLie1
ICPLie2
ICPLie3
Dying animations:
Code: [Select]
ICPDead1
ICPDead2
Sitting animations:
Code: [Select]
ICPSitdown1
ICPSitdown2
ICPSitdown3
ICPSitdown4
Aiming animations:
Code: [Select]
ICPAim1
ICPAim2
ICPAim3
ICPAim4
ICPAim5
ICPAim6
ICPAim7
ICPAim8
ICPAim9
ICPAim10
ICPAim11
ICPAim12
Smoking animations:
Code: [Select]
ICPSmoke1
ICPSmoke2

These values can be used with the switchMove command, that you should place in unit's Init field, in the mission editor.