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DBR_ONIX

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Direct command of different unit
« on: 15 Feb 2005, 19:15:47 »
Goodday.

I want to be transferred from one infantry unit into another, so I can have full, direct control over that unit. However, I know of only one, not very singleplayer-friendly or simple way to do this.

One possibility, is to add the other unit to my squad, kill myself, and teamrespawn as the other unit. However, afaik this is not controllable, and you could also be moved inside another squadmate, and once you get moved, your stuck as that unit. If teamrespawn can be controlled i'd like to know how, if it cannot, i would also like to know, so I can think of something else.

If it is possible to get direct control over another unit without dying i would be VERY glad to know, both units are configged as a human (one is 9 M larger then the other, but that's a minor detail ;)).

kind regards, and thanks in advance for any reply,

Gandalf the White

[Posted on behalf of Gandalf by Ben/DBR_ONIX]

The switchcamera command lets you see from the other units eyes.. That is sort-of the idea.. Like that, but with control.
- Ben
« Last Edit: 15 Feb 2005, 19:16:34 by DBR_ONIX »

Offline General Barron

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Re:Direct command of different unit
« Reply #1 on: 15 Feb 2005, 20:21:24 »
Umm... couldn't you just use the "join" command, to transfer the other squad into your control?

Otherwise, I'd point out that the "switchcamera" command lets you fully control another unit's squad, if he is the leader. The only thing you CAN'T do with the switcamera command is move around (and maybe shoot, don't remember).

So I guess I'm not entirely sure what you are asking to do. That's all the help I can give without knowing more.
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DBR_ONIX

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Re:Direct command of different unit
« Reply #2 on: 15 Feb 2005, 21:02:41 »
Basicly what we need to be able to do it hit an action. And get full control of an other infantry unit (Aiming, walking, shooting etc)

Alternativly.. Is it possible to apply .rtm files to armoured/car class?

Ah, just been "informed" about this.. It explains it a bit more, less technicaly tho : http://ofp.gamezone.cz/forum/index.php?showtopic=19466

By direct contol, I mean being able to look around, fire etc. Not say "move over there". And the squad respawn thing was just an idea of being able to switch unit.
- Ben

Offline General Barron

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Re:Direct command of different unit
« Reply #3 on: 16 Feb 2005, 06:51:35 »
Quote
Basicly what we need to be able to do it hit an action. And get full control of an other infantry unit (Aiming, walking, shooting etc)
Nope, can't really be done.

I would say that your best bet would be to look into configuring your robot as a vehicle, then somehow animating the vehicle. I don't know how this would be done, but I'm sure it would be possible somehow.  I know there is some way to animate vehicles, because I've seen things like the very cool WAPs from the JSDF mod, animated SCUD launchers, etc. HOW you would configure something like that is out of my knowledge.

However, if you can't configure the vehicle to animate itself when you, say, press the 'forward' key, you might be able to do a very clever scripted workaround with this script here:
http://www.ofpec.com/editors/resource_view.php?id=760
Only problem is then you couldn't have the AI control the robots. But hopefully you can just configure it to work right.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

DBR_ONIX

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Re:Direct command of different unit
« Reply #4 on: 17 Feb 2005, 20:14:33 »
Yeh, I saw that script, and had the same idea.. But animating the robot without it working with .RTM files will be near impossible :(
There must be away to merge the infantry config with the tank one.. surely..?  :-\
- Ben

Offline h-

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Re:Direct command of different unit
« Reply #5 on: 17 Feb 2005, 20:24:02 »
No, there is not...

You can of course use the infantry values in the tank class, but as the tank uses the simulation="tank" none of that matters because it's those 'simulations' that tell the game engine which of the class values it is supposed to use and how to treat them, in addition of what the simulation itself contains which I have no clue as OFP source code is not available... probably even tells the engine how to 'read' the model the class uses etc (some thing in models work only in certain classes...)...
So, some values are imperatiove whereas others have no affect on certain 'simulations'...

Of course all this is just afaik-stuff, so don't be quoting me on this ;D :P
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