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bdfy1

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Enable AI + Trench pack
« on: 26 Jul 2005, 21:36:37 »
In my Liberation mod mission I wanted to use aicover and manMG scripts.
But I had to modify them to achieve better results.
Instead of disgrouping units in cover script I used disableAI (this is not the only change :))  
It wors perfectly , but of course  troubkes  appeare with manMG :)
I see to ways:
1.Anyway (for othe purposes)  I need "enableAI"  script :) I made function: simply delete unit and then create the same ( the same type, group,weapons, ammo ( to magazine )),created unit is returned. The problem is that units are a bit dull - their way to MG is a bit strange... ingame pathfinding:(
Another problem is how to return new unit. The way I used ( give temp name trow init )  faults when several scripts running :(
2. Move unit iwth playmove command , but then I need at least some kind of pathfinding alorithm...
See attached demo mission ( no addons needed )
Suggestions , proposals ?
« Last Edit: 26 Jul 2005, 23:04:32 by bdfy1 »

bdfy1

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Re:Enable AI + Trench pack
« Reply #1 on: 26 Jul 2005, 23:05:14 »
lokk for newer links in the topic
« Last Edit: 27 Jul 2005, 22:41:23 by bdfy1 »

Offline Triggerhappy

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Re:Enable AI + Trench pack
« Reply #2 on: 27 Jul 2005, 01:32:59 »
Quote
Another problem is how to return new unit
when you createunit the new one, put:
_unit_variable = this
in its "init" field of the createunit array
obviously you would change the variable to whatever you want

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #3 on: 27 Jul 2005, 01:53:22 »
Code: [Select]
1.Anyway (for othe purposes)  I need "enableAI"  script I made function: simply delete unit and then create the same ( the same type, group,weapons, ammo ( to magazine )),created unit is returned. The problem is that units are a bit dull - their way to MG is a bit strange... ingame pathfinding:
How would you react when they suddenly put you down somewhere in the middle of a fight? ;D

Nice way to get around a problem   :)
I remember there was a script for pathfinding but I can't find it back. Have you tried reveal MG?
Quote
I wanted to use aicover and manMG scripts.
But I had to modify them to achieve better results.
Instead of disgrouping units in cover script I used disableAI (this is not the only change
 

Thanks for using Aicover2.0, but you have used it in a wrong way.
The script needs a trigger to run, the crouching part does work without the trigger, but not the scanning part. The units will change their targets depending on a certain distance and knowsabout value. When a unit comes close (+-50m) and a  trenched unit has spotted him (kniowsabout) , he will change his target to that unit. If there are more, he will target the mostknown. I did it because single units are not so alert then units in group, Infoshare from GB was also a good way to solve this.



Anyway, it's a very nice idea,
- The coverscript will work without ungrouping them, you can play as the commander assigning targets to the trenched units .I did it on the Cat_afganistan map in one of those towns with lots of climbable roofs and it was big fun but hard. After some time I've noticed that the units will leave their positions in some situations , so I decided to ungroup them from the beginning.
They will stay in position as long as you don't give them the order to attack (LMB), giving them target orders (RMB) is no problem.

You have combined it with manmg from GB which is great, I never thought of that :D  
-I saw you've changed a line in the crouch part... they are lying down now instead a popup kneel. It's harder to hit them now, but easier to approach.
In the example mission the  location of your gunnest was perfect,I think it was the good choice to make them go prone.

- An idea I tried was ; putting  some ammocrates behind the trenches, and when they run out of ammo they leave their position , reammo and move back behind the trench.
Problem was that he left his position , rearmed, but he didn't use his magazines, he just stood there.
I dunno why.

*edit*
I just gave it a try, really great work, I had a great fight in ECP with it, I doubled the amount of troops on both sides and played with WEST, while one group keeps them busy from a distance, the other group tries to flank them.
To make the flanking manouvre more difficult I place a BMP on hold in the open field, left from the gunnest.
 

I saw a bug too, when I reached the hill the only one left was the M2 machinegunner, when I killed him a new unit was created behind the sandbags...

In your example the units are still in group,it's a lot better now.  :)
Also the scanscript is not needed anymore because the men can share info about the enemy and best of all, when you play as an officer you can simply assign targets with your binoc and your men will stay in position.
I just had to change a few lines in the init part :

Code: [Select]
#init
_unit = _this select 1
_trig = _this select 2

_grp = group _unit
_units = units _grp

"_x setbehaviour ""SAFE""" foreach units _grp

_c = count _units

_i = 0

#cycle
_unit = _Units select _i
?_unit == player : goto "skip"
_dir = getdir _unit

_unit disableAI "move"

;_unit disableAI "Target"
;[_unit] join grpnull
["crouch",_unit,_trig,_dir] exec "AIcover2.sqs"
#skip
_i = _i + 1
?_i < _c : goto "cycle"
exit


Just in case you are the player, the crouch script doesn't have to run on you.





 

« Last Edit: 27 Jul 2005, 05:44:48 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #4 on: 27 Jul 2005, 09:25:18 »
2Blanco
Quote
Thanks for using Aicover2.0, but you have used it in a wrong way.
The script needs a trigger to run
I have a trigger in the main mission (on Nogova) - I just forgot to put it in this demo :)
Anyway I can even simplify your script - the entire group will share info and assign targets without additional script lines ;)
ther're even more advantages in using disableAI:
While in group and with AI enabled  units constatntly trying ti return into formation - dostop not always helps.
Speed - disabling AI will increase game speed.
Quote
I saw you've changed a line in the crouch part...
Yes, your script IIRC correctly was made for city battles - it looks fun when unit is behind window - he fires while standing then hiding falling at knees.
In field,with low fences,  it looks stupid - that's why I made units lie - then rise at knees. I don't know the reason, but it only works with AI move disabled - in other ways units stands just for a second ( while anim is played ) and lies down again.
Quote
Problem was that he left his position , rearmed, but he didn't use his magazines, he just stood there.
What do you use ? domove to previous position ?
PS anyway thanks again for your scrpt - it inspired me :)
« Last Edit: 27 Jul 2005, 09:26:06 by bdfy1 »

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #5 on: 27 Jul 2005, 17:15:31 »
Quote
Yes, your script IIRC correctly was made for city battles

True, most windows in the BIS buildings are too high
Maybe you could add a variable (a local bolean, there's only 1 script anyway) so the missionmaker can choose between a prone-crouch or crouch-stand animation,  this way the script can be used in both situations.

["init",this, true] exec "AIcover.sqs"

to make them prone-crouch...

["init",this, false] exec "AIcover.sqs"

for crouch-stand.

Also...you got this line in the crouch part :

Quote
?(!someammo _unit) OR (alive _unit && (not canstand _unit OR handshit _unit > 0)):["rmove",_unit] exec "AIcover2.sqs";exit

It executes that randommove script when the unit got hit or run out of ammo.
When you use disableAI "move" in the beginning, the unit can't move anymore and the randommove script become useless.

Quote
What do you use ? domove to previous position ?

Yes, he ran back to his previous position,this could take a while in the middle of a fight,  but the main problem was that he didn't defend himself because he refused to reload his weapon. He had the right mags for sure.

I did some tests with medics.
When you put a medic team with a support waypoint behind the defence lines, they will automatically heal an injured unit in the trenches. The trenched unit will stay in position and the medic will run towards him.  :)

Btw, I saw something I never saw before
Law-soldiers who attack infantry with rockets ???  





« Last Edit: 27 Jul 2005, 18:00:18 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #6 on: 27 Jul 2005, 22:40:34 »
Here's the current version. Let it be AIcover3.0 :)
See how powerfull a few  bots can be:)
There're third parameter for crouch/stand cover.
Quote
the only one left was the M2 machinegunner, when I killed him a new unit was created behind the sandbags...
This bug is fixed , but not in the best way. It appears when I try recreate leader of the group. Thus I need to upgrade  enable.sqf...
Still no medic or reammo support etc - I'm working on it.
Quote
Law-soldiers who attack infantry with rockets
manipulations with cost parameter in config ;)
« Last Edit: 27 Jul 2005, 23:50:40 by bdfy1 »

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #7 on: 27 Jul 2005, 23:41:34 »
Hmmm, there must be something wrong,cos units stay prone and one of them left his position...

I'll take a look at the scripts...

Ok, your execution is wrong, you forgot the var.

Code: [Select]
["init",this,"crouch"] exec "AI\AIcover.sqs"
and you had...

Code: [Select]
["init",this] exec "AI\AIcover.sqs"
But the guy on the right still moves forward...
...

OK, you have grouped the M2 with the units, when you ungroup the M2, problem is solved but I can't explain why.






« Last Edit: 27 Jul 2005, 23:52:09 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #8 on: 27 Jul 2005, 23:58:33 »
Sorry, silly mistake.
And problem with spawning leader
is not fixed  :( - I don't like method in previous  post.
So help with enableAI.sqf is desirable - I want leader to be spawned correctly.

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #9 on: 28 Jul 2005, 00:50:28 »
In fact I haven't seen a problem so far with the leader spawning.
But I'm pretty tired now  :P

About enableAI.sqf...
I dunno much about functions but why don't you copy the unit's skill aswell?

« Last Edit: 28 Jul 2005, 01:46:14 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #10 on: 28 Jul 2005, 01:29:22 »
Quote
but why don't you copy the unit's skill aswell?
10x, fixed.

bdfy1

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Re:Enable AI + Trench pack
« Reply #11 on: 28 Jul 2005, 20:24:26 »
I can track unit's ammo - now I'm thinking how to make him rearm.
I thought that bot without ammo will search for ammo on its own ( with AI enabled )...once ammo expires - I create unit without ammo ,but he does not go to ammocrate nearby - what's the ...?
IIUC I have to use domove and actiomn  command ...  see the example.

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #12 on: 28 Jul 2005, 21:00:21 »
Bdfy1, you are too enthusiastic when you post your examples missions...  :)
You have forgotten to name the ammobox this time  ;)
Anyway, I see what you mean.
There could be a problem with that @unitReady _unit  line., because the script is still active when the unit got killed on his way to the ammbox.

Quote
I create unit without ammo ,but he does not go to ammocrate nearby

Yeah , i thought the same thing, maybe they only do it when they are in group and under command?
When AI runs out of ammo, normally they use the radio and ask for ammosupport, then the officer responds and points him in the right direction.

« Last Edit: 28 Jul 2005, 21:08:51 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #13 on: 28 Jul 2005, 21:50:44 »
OK,  I hope everything is fine this time.
For some ingame bug\feature I can make unit take only 2 mags :(
ammobox now is global name ( it's easy to fix anyway ).
Quote
they only do it when they are in group and under command?
I adjust previous example - unit gets the order to rearm , but he only  returns back into formation :( I guess, that is AI react for enemy presence.
Also it's nearly impossible to rerurn unit back to his cover position  - under fire he doesn't obey any move commands. In demo-example EAST even advance once AI enabled !

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #14 on: 28 Jul 2005, 22:19:50 »
Quote
lso it's nearly impossible to rerurn unit back to his cover position  - under fire he doesn't obey any move commands.

I was afraid for that, It works perfect on a simple desert island example, but once the enemy's around they first try to safe their own ass instead of obeying domove orders.
(they are not that stupid, huh?)
I wouldn't mind if they just rearm without moving first...rather a reliable solution that doesn't look that good than a solution that looks great but not reliable.  
imo..

I had no chance yet to see them rearm, because I or them were killed before.
But I like these kind of fights :)

« Last Edit: 28 Jul 2005, 22:20:35 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #15 on: 28 Jul 2005, 22:29:44 »
Quote
I wouldn't mind if they just rearm without moving first...
Some kind of cheat ? :) Simple addmagazine ?
OK, the only thing I'm still worried about is extra unit spawning bug. I think it's fixed.As soon as you  confirm this - I'll upload it all to the ed. depot.

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #16 on: 28 Jul 2005, 23:17:26 »
No, not via addmagazine...
They will rearm when you give them the rearm action, but they won't move to the ammobox. It's like the "hidebody" action from a SpecialOps, when you use it on a body miles away it still sinks into the ground. Actually a nice way to remove bodies...   :P

Maybe you can force him to run back to his position by a switchmove command that makes him run forward, you just have to find the compasheading between ammobox an unit and after he rearmed between unit and trenchposition (with dirtoobj.sqf)
Then slew him in the right direction. (I never tried it before)
I think they did something like that with the rappelscript, the officer  rappels down, moves forward via switchmove, chrouches and all the other lay down in a perimeter around the chopper.
But it all depends how far the ammobox is from the unit...
How many switchmoves are needed before the unit is in the right place?
 
 Otherwise, it won't be cheating, when the missionmaker don't put a ammobox on his map, there is simply no ammo support. Maybe you can make the ammobox param optional?

Anyway...
Code: [Select]
_unit = _this select 0
_mag = _this select 1

_unit action ["take magazine",ammobox,0,0,_mag]
~1
_unit action ["take magazine",ammobox,0,0,_mag]
exit

This works, I tried it. But he will take his magazines from where he's standing.
That's the most reliable way imo and you don't have to use enableAI.sqf.
Quote
OK, the only thing I'm still worried about is extra unit spawning bug. I think it's fixed.As soon as you  confirm this - I'll upload it all to the ed. depot.

AFAIK you and I are the only guys betatesting this baby here, so I would wait a while, maybe other bugs show up.
« Last Edit: 29 Jul 2005, 01:45:39 by Blanco »
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Offline Blanco

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Re:Enable AI + Trench pack
« Reply #17 on: 29 Jul 2005, 07:35:08 »
Hey mate I've found a bug that ruins it all...

Simply save your game and you will see....everybody's doing his own thing again...  >:(

This is what I do :

:gunman: SAVEGAME

It's not the first time I'm running in this shit.
And know the cause...

put :

this disableAI "move"

...in a unit's init, save the game and look  
he's running again :)
An easier way to enableAI no?
I'm gonna play cards again...or wait for OFP AA

« Last Edit: 29 Jul 2005, 07:42:07 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #18 on: 29 Jul 2005, 12:23:33 »
Hm... bad news. But also interesting feature :)
The only solution I see is not to use standart savegame or console command ( I wonder how to force player not to use them...)- instead script through radio menu :

savegame
"_x disableAI ""move""" foreach [array of units]

 

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #19 on: 29 Jul 2005, 13:25:35 »
Yup, I guess that's the only thing you can do about it.
It's not completely safe because when a unit is selected to be the new M2 gunner and he's on his way during a savegame, DisableAI "move" will make him stop doing that.
So you'll need an array with only trenched units, not from those who are somewhere else.
That array can't be just the living units in the group because some of them are not the original you've started with.
Or is the new created unit returned correctly with enable.sqf?

An idea...
Maybe you could unjoin the selected M2 gunner?
And when he boards the M2gun join him again to the trenchgroup.
Maybe he will man the gun quicker , because during that time he's alone and he can't receive targeting orders from his groupleader



 
« Last Edit: 29 Jul 2005, 13:34:59 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #20 on: 29 Jul 2005, 14:15:17 »
Quote
Or is the new created unit returned correctly with enable.sqf?
Yes, it is. You will only loose special name if you give one ( smth like unit1 etc ) - function returns smth like "Alpha Black 1"  - the same name like before Ai enabled.
Quote
Maybe you could unjoin the selected M2 gunner?
seems to be a piece of good idea..
I'll try it.



bdfy1

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Re:Enable AI + Trench pack
« Reply #21 on: 29 Jul 2005, 14:46:00 »
Quote
SAVEGAME
fixed :D
Am I good, am I good ...:)
I just had to loop disableAI command. And all stuff works corretly cause
enableAI.sqf replaces unit.
 




Offline Blanco

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Re:Enable AI + Trench pack
« Reply #22 on: 31 Jul 2005, 08:39:39 »
No problems found so far.

What's the purpose of all those captive scripts and the findunits.sqf ?
It looks like you are trying to add some other features :)

You should disgroup the gunner before he enters the M2, I tried it and he's doing his job much quicker.
He just turns a round a bit when he aproaches the entrance of the bunker, but that's not the scripts fault. That just bad AI pathfinding.

At the end of MGman.sqs

Code: [Select]
...
#Bottom
_gunnertemp = _units select _closestUnitN
?(_gunnertemp==player):goto "top"
;player groupchat format ["_gunner %1",_gunnertemp]
_gunnertemp setunitpos "up"
~1
_gunner = [_gunnertemp] call enableAI
_grp = group _gunner
~0.5
[_gunner] join grpnull
_gunner assignAsGunner _gun
[_gunner] orderGetIn TRUE

#lifecheck1
?gunner _gun == _gunner : goto "join"
?(!alive _gunner):goto "top"
~1
goto "lifecheck1"

#join
[_gunner] join _grp

#lifecheck2
?(!alive _gunner):goto "top"
~1
goto "lifecheck2"

..and he's doing what he has to do, no questions asked. :)
Last test was 64 74 88 dead yankees, my M2 ran out of ammo :p

Oh, how are gonna get that ammobox variable in the reammoscript? You can't initialise variables in a EH script...  :-\

 
 

« Last Edit: 31 Jul 2005, 15:46:28 by Blanco »
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Offline Blanco

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Re:Enable AI + Trench pack
« Reply #23 on: 31 Jul 2005, 15:39:40 »
Code: [Select]
Not fully tested but I think there could be a problem with the reammo script.

It's a bit complex... lets say _mag is "m16"
When a unit runs out of ammo (no mags anymore for his primaryweapon) and you debug for his magazines you will see there's still an m16 mag in the first position of his magazines array.
Thats kind of weird because he shouldn't have any magazines anymore. I've tested this without any scripts running and it seems to be normal.  :P

When he rearms, the remaining m16 mag is removed from his first position and all the new m16 mags will fill the array at the end.
Now when he rearms a first time there is no problem, because :

Code: [Select]
_mag = _magazines select 0
...is still "m16", but the second time he rearms _mag will be "handgrenade" and he will only take nades from the crate.

I wish there was something like :

Code: [Select]
_mag = magazine (primaryweapon _unit) :P+

*edit*

Oh, yes baby!
Fixed! , I never thought this would work but it does!

Code: [Select]
_unit = _this select 0
_mag = _this select 1
_unit setunitpos "up"
_magazines = magazines _unit

~2
_unit = [_unit] call enableAI
[_unit,1,1] exec "AI\captive.sqs"
_pos = getpos  _unit
_unit domove (getpos ammobox)
@unitReady _unit
_unit action ["take magazine",ammobox,0,0,_mag]
~4
_magazines set [0,_mag]
_unit action ["take magazine",ammobox,0,0,_mag]
~4
_magazines set [1,_mag]
_unit action ["take magazine",ammobox,0,0,_mag]
~4
_magazines set [2,_mag]

hint format ["%1",_magazines]
_unit domove _pos
@unitReady _unit
["cover",_unit,"crouch"] exec "AI\AIcover.sqs"  
exit

Ghaaaa, the set command...




« Last Edit: 31 Jul 2005, 16:01:57 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #24 on: 01 Aug 2005, 10:12:47 »
10x for feedback :beer:
I implemented  your ideas. works great.
 
Quote
What's the purpose of all those captive scripts
there're not so many AI scripts  - I just want  to make them all worky with AIcover3. It's easy just enableAi in suitable place:)
Quote
how are gonna get that ammobox variable in the reammoscript?
I'm pretty sure it's possible. Look for "Using format to pass additional info to event handler" by GB.
http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=17724
But I only managed to pass ammobox as string :(
See attachment.  

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #25 on: 01 Aug 2005, 12:47:41 »
OK, I'll try it when I'm back home.

I've found a tiny glitch in the enableAI.sqf
Code: [Select]
...
"_unitN addweapon _x" foreach _weapons;
"_unitN addMagazine _x" foreach _ammo;

You should add the ammo first or the unit has to reload first... :)


« Last Edit: 01 Aug 2005, 12:48:31 by Blanco »
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Offline Blanco

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Re:Enable AI + Trench pack
« Reply #26 on: 03 Aug 2005, 01:06:57 »
I did a 2man MPCoop test on a non dedi server, but I can't say much because it was just a quick test...

We were both on the east side in the trenches. When the battle started the men fought normal, but my client saw the M2 on the ground instead of 2 m high.
He saw 2 dead soldiers in the bunker so I suppose the mgman script worked, but when I tried it alone in MP the mgman script didn't work.  :(
Someone was ordered to man the M2, but nobody did.
As I say, it was a very quick test, it needs lots of more MPtesting.

Also I've made a sandbag addon (BIS woodfence but with modifed config) that doesn't crumple when destroyed, so you don't have to use the fence script anymore.
http://users.telenet.be/blanco/BL_sandbag.pbo


 
 



« Last Edit: 03 Aug 2005, 01:19:49 by Blanco »
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bdfy1

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Re:Enable AI + Trench pack
« Reply #27 on: 03 Aug 2005, 01:49:22 »
2Blanco
Quote
Also I've made a sandbag addon
OK, then I will expand it with several more stable anims ( I need just a few for the script ) from ICP or Sanctuary pack.

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #28 on: 03 Aug 2005, 09:32:23 »
I won't use those from ICP.
They look great but with ICPanims the unit is stuck in the animation and he can't use his grenades anymore. Grenadiers will never use their grendelauncher,, LAW / RPG soldiers will never fire one rocket...

There is also  sandbag in a corner in the objects menu, can you add that one too?
 
 
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UNN

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Re:Enable AI + Trench pack
« Reply #29 on: 03 Aug 2005, 12:09:39 »
Quote
They look great but with ICPanims the unit is stuck in the animation and he can't use his grenades anymore.

I was wondering about these locked animations, if you dont add:

Code: [Select]
interpolateTo[]={CrouchDying,0.1};
To the anim, the guy will not collapse when he's killed. I wondered if you could add the grenade anim:

Code: [Select]
interpolateTo[]={CrouchDying,0.1,CombatThrowGrenadeStart,0.1};
Then he would throw a grenade when told to by the engine?

Well just a guess, not had chance to test it yet.

bdfy1

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Re:Enable AI + Trench pack
« Reply #30 on: 03 Aug 2005, 16:49:18 »
It's a piece of cake to add corner-sandbag, but  anim expanding will take time... :(

Offline Blanco

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Re:Enable AI + Trench pack
« Reply #31 on: 03 Aug 2005, 17:10:28 »
No prob, take your time :)
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Offline bdfy85

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Re:Enable AI + Trench pack
« Reply #32 on: 09 Sep 2005, 23:17:31 »
I can't find a way to place proper animations in an addon thus I decided to upload it to ED as it is with just a few changes. Reammo and aicaptive support are commented - you can easily turn it on.
http://www.ofpec.com/editors/resource_view.php?id=867

 
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