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sanctuary

WW4 Modpack 2.1

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Most of the mission helper scripts are in the ww4_helpers.pbo

The burn/explosion ones are in ww4_fx.pbo

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It seems to me that the suppressive fire could also be used by AI via scripting. Where is it located in the pack?

The duration of a sound can be changed without changing the pitch, but I am not sure how it will sound. Goldwave can do this.There you go LT. Drake Jackson! Snap to it!

Errr... I was talking about making the common jog speed of a soldier be changed to vanilla OFP like... not the sound of reloading a gun like sanc was talking before Mr.Peanut :confused:

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Hello Sanctuary. I've already replaced your older anims with new from your update (in my config). New pistol anims too. And here is the problem. All animations with riffle are good but when I'm using pistol soldier just can't move in any direction. Is there any way to fix this problem?

Edited by Addonis

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Errr... I was talking about making the common jog speed of a soldier be changed to vanilla OFP like... not the sound of reloading a gun like sanc was talking before Mr.Peanut :confused:
urp© struck and corrected.

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Hello Sanctuary. I've already replaced your older anims with new from your update (in my config). New pistol anims too. And here is the problem. All animations with riffle are good but when I'm using pistol soldier just can't move in any direction. Is there any way to fix this problem?

Reminds me of the old handgun bug for config.cpp that does not have some specific lines added.

Assuming you copy pasted correctly without forgetting anything the whole ww4 CfgMovesMC in the place of the one from your config, in your custom config make sure that after the serie of

#define blablabla

you have those lines :

enum
{
   DestructNo,
   DestructBuilding,
   DestructEngine,
   DestructTree,
   DestructTent,
   DestructMan,
   DestructDefault
};

enum
{
   ManPosDead,
   ManPosWeapon,
   ManPosBinocLying,
   ManPosLyingNoWeapon,
   ManPosLying,
   ManPosHandGunLying,
   ManPosCrouch,
   ManPosHandGunCrouch,
   ManPosCombat,
   ManPosHandGunStand,
   ManPosStand,
   ManPosNoWeapon,
   ManPosBinoc,
   ManPosBinocStand
};

enum
{
   CPDriver,
   CPGunner,
   CPCommander,
   CPCargo
};

enum
{
   UnitInfoSoldier,
   UnitInfoTank,
   UnitInfoCar,
   UnitInfoShip,
   UnitInfoAirplane,
   UnitInfoHelicopter
};

enum
{
   ManActStop,
   ManActStopRelaxed,
   ManActTurnL,
   ManActTurnR,
   ManActTurnLRelaxed,
   ManActTurnRRelaxed,
   ManActReloadMagazine,
   ManActReloadMGun,
   ManActReloadAT,
   ManActReloadMortar,
   ManActThrowGrenade,
   ManActWalkF,
   ManActWalkLF,
   ManActWalkRF,
   ManActWalkL,
   ManActWalkR,
   ManActWalkLB,
   ManActWalkRB,
   ManActWalkB,
   ManActSlowF,
   ManActSlowLF,
   ManActSlowRF,
   ManActSlowL,
   ManActSlowR,
   ManActSlowLB,
   ManActSlowRB,
   ManActSlowB,
   ManActFastF,
   ManActFastLF,
   ManActFastRF,
   ManActFastL,
   ManActFastR,
   ManActFastLB,
   ManActFastRB,
   ManActFastB,
   ManActDown,
   ManActUp,
   ManActLying,
   ManActStand,
   ManActCombat,
   ManActCrouch,
   ManActCivil,
   ManActCivilLying,
   ManActFireNotPossible,
   ManActDie,
   ManActWeaponOn,
   ManActWeaponOff,
   ManActDefault,
   ManActJumpOff,
   ManActStrokeFist,
   ManActStrokeGun,
   ManActSitDown,
   ManActSalute,
   ManActBinocOn,
   ManActBinocOff,
   ManActPutDown,
   ManActMedic,
   ManActTreated,
   ManActLadderOnDown,
   ManActLadderOnUp,
   ManActLadderOff,
   ManActLadderOffTop,
   ManActLadderOffBottom,
   ManActGetInCar,
   ManActGetOutCar,
   ManActGetInTank,
   ManActGetOutTank,
   ManActTakeFlag,
   ManActHandGunOn,
   ManActN
};

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And again you saved me from craziness Sanctuary! Thanks a lot.

I'm already using your optics from mod (EOTech, Aimpoint and Reflex) and I have a question. Don't you think that dot in reflex sight should be amber? I'm not specialist but it seems to be reflex with this kind of dot. Again thanks for help. You are doing great job!

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Was editor upgrade 103 supposed to be in this release? Because there's only a readme for it in the Documentations folder but the addOn itself is missing.

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Was editor upgrade 103 supposed to be in this release? Because there's only a readme for it in the Documentations folder but the addOn itself is missing.

Yes, it was supposed to be there didn't noticed i removed it before release.

Fortunately that's not a component of WW4 though so there is nothing broken if it's not there, i just wanted to add it so people didn't had to download it (as it is usefull for mission making anyways) later for their mission making needs.

The only problem I can pick out right now is the binos don't work..

Actually they work, but they don't work like the original BIS binoculars system, you need to press the ironsight key view to see through the binocular like if it was a rifle.

I did it this way so you could always check what was near around you without having to pull the binoculars down to your backpack just for a nearby check, wasting too much time.

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Actually they work, but they don't work like the original BIS binoculars system, you need to press the ironsight key view to see through the binocular like if it was a rifle.

Dang, I never even thought of that...

Thanks.

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That's very anticipated release! I'm installin it now...

By the way ... Does this release make the first release of WW4 obsolete ?

ANother question, how do I trigger HD ammo rounds within the mod ?

Third question, compatibility with other addons. Any info on that ??

and the last one (so far;)) Is it possible to hide the remaining ammo count (slx style) ?

Thanks for keeping OFP moddings scene still alive. Last week it was Reyhard's WW2 compilation. Much r.e.s.p.e.c.t guys.

Edited by Sudayev

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The first ww4 release should be obsolete indeed.

HD Ammo for now are only used in mission making by replacing normal ammo by their HD counterpart.

When i'll get enough bug reports and will be able to fix them, i'll release a patch and will try to include alternate version of the troops that will be using HD ammo instead of regular ones.

Every addons should be compatible with WW4

Probably not the dogs or farmland animals addons, but they're usually never compatible with other mods featuring their own anims.

I don't know how to hide the ammo count, but i will probably not do it if i understand how to, as in reality you have some way to know roughly how much bullets are left in a cartridge, while with ammo hidden you would never be able to know at all in OFP.

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"indeed" gettin all biblical on me n sh*t this is interesting. i checked it out and it was good sanc. some of the camo patterns were a little hmmmm but other than that it was great. you really did good with this one. the combat is really fun in particular. if you have any ideas for a ww4 campaign, plz run them by me.

Edited by BronzeEagle

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I wonder what would have to be changed in the configs (if anything?) and which files would I need to copy, to have FDFmod work with this one?

Or is there an even simpler way to do it. I tried using multiple mod folders but this only resulted in numerous conflicts (something I had expected).

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Mods with their own config files (like FDF and WW4) can't be used together, unless you've written your own config, that includes all units/features from both modifications.

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Indeed what I expected here. And now I wish for a config that would work properly with the FDF units and other things, with the WW4 gameplay and unit replacements..

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It's not difficult at all to merge WW4 units, animations and different AI values with FDF mod but one would need a permission from Sanctuary and FDF mod team to release such derivative work for public.

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For my part, anyone is free to do whatever he wants with the ww4 mod, permission is automatically given for this, no need to contact me privately, just have the courtesy to mention in your credits somewhere that you are using some ww4 modified content.

The goal is to have something people enjoy, and if they can improve or tailor it to their liking, the better.

Just remember if going to play online with anything, be sure that whatever modification you are using is actually using the same files on the server and on the clients to avoid unpleasant crashes.

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The easiest way (without annoying FDF team) is to make simplified config.cpp in separate .pbo that will have WW4 units and anims, and put it (with WW4 .pbos but without WW4 config.bin) to FDF mod-folder. This way WW4 units will work like an addon not a mod. And you won't be forced to modify FDF files.

But I'm not sure if you could add new anims and AI values this way... And FDF mod can "block" somehow other addons, but I'm not sure...

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For the animations to another mod, you will need to overwrite the complete class CfgMovesMC of such config by the complete class CfgMovesMC of the ww4 config without forgetting a single line or };

Hoping such other mod CfgMovesMC does not have extra animation defined for their vehicles (so hope that vehicle cargo/drivers animation are defined in their own pbo's config.cpp) as it could lead into people buried in the ground when driving/being in cargo.

Note that some mods that use anim scripts like @SLX may have some problems due to some forced anim being played at some point (like the suppression script that put you in prone stance when bullets are around you, i noticed it somehow make some stance not interpolating correctly)

Then put the anim.pbo (not anims.pbo) from @ww4mod21\dta\ into whatevermod\dta\

And put the ww4_pistolanim.pbo and ww4_modanim.pbo from @ww4mod21\addons\ into whatevermod\addons\

to get the ww4 anim working into another mod.

Additionally, for the soldiers there should be no problem, the WW4 troops can be used as standalone addons, people just need to put the following pbo :

565pm.jpg

from @ww4mod21\addons\ into whatevermod\addons\

And you'll have the whole ww4 troopers and their weaponry available.

You're not forced to edit the config.cpp of a mod to include the ww4 animations if you just want to play with the ww4 troopers and their weapons, those troops should be compatible even with BIS animations.

But remember, to play on a server, you need to have the same mod and mod files that the server.

So by example if you modify a FDF config, you will not be compatible with server running the original unmodified FDF config.

The same if you run a server with a modified FDF config, clients will not be able to be compatible if they try to join with the original FDF config.

Just having the WW4 troopers in the FDF addons folder will not make your FDF incompatible with the original one, they're just addons.

But modified config will not be compatible with the original and vice-versa.

Incompatibilities leading to crash.

Edited by Sanctuary

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Hello Sanctuary. I've noticed that Recon troops from west side has no wounds on legs and arms. Also I've noticed that APC on Resistance side has crew from West side. And I have one question. Will you make any changes in infantry configs in next release?

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Yes there will be a few updates (not the class names, those will stay as they are),

I am reworking a bit the helicopters from the ww4bis pbo to have them fire more happily on ground infantry and have the infantry machinegunners and autoriflemen being able to shoot them back too.

So i'll need the machinegunner and autoriflemen to have bigger priority in term of target for the AI, to the helo understand that those kind of infantry are the biggest threat for them.

Thanks for the other reports, i didn't noticed those problems, will be part of the fixes of the patches.

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It would be nice if the AI would try to RPG the choppers too, though I think the vanilla rocket launchers are a little overpowered for choppers. Are there any plans for custom WW4 rocket launchers?

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what about ecp style vehicles emitting radio chatter, would be nice ambience for spec ops insertions at night overseas in a dark chopper with some commando music in the background.

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