Home   Help Search Login Register  

Advertisement

Author Topic: Scripts with the ICPanims  (Read 18430 times)

0 Members and 1 Guest are viewing this topic.

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:Scripts with the ICPanims
« Reply #45 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:

Offline Blanco

  • Former Staff
  • ****
Re:Scripts with the ICPanims
« Reply #46 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
« Last Edit: 18 Apr 2005, 00:35:45 by Blanco »
Search or search or search before you ask.

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:Scripts with the ICPanims
« Reply #47 on: 18 Apr 2005, 07:05:15 »
Hey thanks man! :)

:beat: *Gets Shot* :beat:

Offline Blanco

  • Former Staff
  • ****
Re:Scripts with the ICPanims
« Reply #48 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 (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!


 
« Last Edit: 28 Apr 2005, 20:14:39 by Blanco »
Search or search or search before you ask.

Offline Blanco

  • Former Staff
  • ****
Re:Scripts with the ICPanims
« Reply #49 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...
 
« Last Edit: 07 Jun 2005, 10:11:34 by Blanco »
Search or search or search before you ask.

Offline 456820

  • Contributing Member
  • **
Re:Scripts with the ICPanims
« Reply #50 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 ?

Offline Blanco

  • Former Staff
  • ****
Re:Scripts with the ICPanims
« Reply #51 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

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.
« Last Edit: 27 Jul 2005, 21:03:42 by Blanco »
Search or search or search before you ask.

Offline 456820

  • Contributing Member
  • **
Re:Scripts with the ICPanims
« Reply #52 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

Offline Blanco

  • Former Staff
  • ****
Re:Scripts with the ICPanims
« Reply #53 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 on them :)

« Last Edit: 29 Jul 2005, 14:53:58 by Blanco »
Search or search or search before you ask.

Offline Chammy

  • Members
  • *
  • I'm a llama!
Re: Scripts with the ICPanims
« Reply #54 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.

Offline Blanco

  • Former Staff
  • ****
Re: Scripts with the ICPanims
« Reply #55 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






 
« Last Edit: 09 Aug 2006, 01:10:48 by Blanco »
Search or search or search before you ask.

Ikonred

  • Guest
Re: Scripts with the ICPanims
« Reply #56 on: 12 Aug 2006, 19:03:32 »
very nice i will test and maybe use  ;)

Offline guziczek101

  • Members
  • *
Re: Scripts with the ICPanims
« Reply #57 on: 12 Aug 2011, 16:56:49 »
i'm sorry for playing an archeologist but if someone have this superb script??

Walter_E_Kurtz

  • Guest
Re: Scripts with the ICPanims
« Reply #58 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.

Offline guziczek101

  • Members
  • *
Re: Scripts with the ICPanims
« Reply #59 on: 19 Aug 2011, 12:47:24 »
Many thanks Walter_E_Kurtz