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Author Topic: Scripts with the ICPanims  (Read 21026 times)

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Offline Blanco

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Scripts with the ICPanims
« 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


« Last Edit: 04 Oct 2004, 23:22:56 by Blanco »
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Swan

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Re:Scripts with the ICPanims
« Reply #1 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!

Offline Blanco

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Re:Scripts with the ICPanims
« Reply #2 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)
   



« Last Edit: 19 Jul 2004, 20:41:37 by Blanco »
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Swan

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Re:Scripts with the ICPanims
« Reply #3 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

Manitou

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Re:Scripts with the ICPanims
« Reply #4 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

Offline Blanco

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Re:Scripts with the ICPanims
« Reply #5 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?

 

 
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Manitou

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Re:Scripts with the ICPanims
« Reply #6 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)

Offline Blanco

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Re:Scripts with the ICPanims
« Reply #7 on: 30 Jul 2004, 20:59:05 »


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

Mirror


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

Have phun
« Last Edit: 05 Oct 2004, 14:09:55 by Blanco »
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Manitou

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Re:Scripts with the ICPanims
« Reply #8 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. :)

Manitou

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Re:Scripts with the ICPanims
« Reply #9 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.

Offline Blanco

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Re:Scripts with the ICPanims
« Reply #10 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









« Last Edit: 03 Aug 2004, 18:06:51 by Blanco »
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Manitou

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Re:Scripts with the ICPanims
« Reply #11 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. :)

DBR_ONIX

  • Guest
Re:Scripts with the ICPanims
« Reply #12 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

Offline Blanco

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Re:Scripts with the ICPanims
« Reply #13 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.


 









 



 







« Last Edit: 05 Aug 2004, 22:21:48 by Blanco »
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Offline Blanco

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Re:Scripts with the ICPanims
« Reply #14 on: 09 Aug 2004, 17:40:00 »
Another ICP animations application is ready for DOWNLOAD.
ICPguard, actually it's more ICPsentry because soldiers don't patrol...


The sarge was telling us a bedtime story...  :P

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
« Last Edit: 09 Aug 2004, 17:40:26 by Blanco »
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