Home   Help Search Login Register  

Author Topic: UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)  (Read 4374 times)

0 Members and 1 Guest are viewing this topic.

Donnervogel

  • Guest
This script allows you to use the HMG teams includet in the inv44 demo to build a Heavy MG position.

There are two new animation provided with it.

I don't know if it works in MP
And it's still beta.
please read the readme file.

Post bugs, proposals and feedback here.
Please note that I have very limited free time and won't be able to give much support at this time.

I plan to enhance the script in future.

Have fun!
« Last Edit: 25 May 2003, 16:17:53 by Donnervogel »

jepo

  • Guest
Re:HMG Position Script for Invasion 44 Demo! (v. 0.2b)
« Reply #1 on: 02 May 2003, 10:56:13 »
this script is great, just wat i needed thanx

Donnervogel

  • Guest
new version
« Reply #2 on: 24 May 2003, 23:20:15 »
new version (0.8b)

Added support of more than one MG position team, dismantle position and completly reworked script


check it out

Donnervogel

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.8b)
« Reply #3 on: 25 May 2003, 16:17:42 »
v. 0.85b

fixed some newly intoduced bugs and improved the animation config.


Offline punisher

  • Members
  • *
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #4 on: 25 May 2003, 21:43:10 »
Is this one better than the one included in one of the inv44 mp missions?
The Gimp clan- pushing the limits of OFP
http://www.youtube.com/user/Pigdogmeat

Donnervogel

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #5 on: 25 May 2003, 22:53:39 »
i believe it is ;)
it's pretty complex and it's easy to handle. you just have to copy the script folder in your mission folder and add a line in the init.sqs file.

but it's still beta. And I didn't test it in MP. SO far it's SP only. I don't know how it acts in MP.

just check it out.
« Last Edit: 25 May 2003, 22:54:39 by Donnervogel »

unkie

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #6 on: 13 Jun 2003, 03:33:57 »
donner, this is a brilliant script, i was wondering if it could be adapted to the 60mm mortar? cos i think the animation of crouching/putting tripod down could be used for that also....

Offline punisher

  • Members
  • *
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #7 on: 14 Jun 2003, 17:57:42 »
Yes a mortar would be great but you do not get a man with a mortar on his back.
This is great you should make it a final version.
The Gimp clan- pushing the limits of OFP
http://www.youtube.com/user/Pigdogmeat

Offline Blanco

  • Former Staff
  • ****
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #8 on: 15 Jun 2003, 02:28:38 »
Yes , this is brilliant!
A new feature is born in OFP  :thumbsup:
Search or search or search before you ask.

Viriato

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #9 on: 18 Jun 2003, 10:45:12 »
Just a question;

Whith this script you add a action for some group members that allow them to build the MG position, and others that allow them to dismantle it.

Whats the proper code, using the "action" command to make a group to build a mg position.

Example:

Code: [Select]
unitname action ["actionname",var]
WhatÂ's the exact command line to order a unit via trigger to build a mg position?
And to dismantle it?

Otherwise, the script is bloody brilliant.
Regards.

Marss911

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #10 on: 24 Jun 2003, 10:18:44 »
Great script!
I tested it ... and it also worked when your the MG42 gunner.
Great!

Now we need some sounds for it and et voila :D
And uhm maybe a take of anim?  ::)

GeneralCoder

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #11 on: 11 Jul 2003, 16:29:05 »
Real nice script indeed. But to let you know OFP crashes if you try to place MG in multiplayer.

Donnervogel

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #12 on: 12 Jul 2003, 14:04:42 »
Thanks for replies. I was surprised to see that people answered in this thread. Initially there wasn't so much interest and I alsmost dropped the project.

I didn't have time due to some exams until now.
I'm just not sure now if I should work on this script or on my uh-34.

On the script. I thought of some better solutions for some things. And I found some good array handling functions that OFP already has that I can use. So I'll rewrite parts of it again.

On the mortar. I believe the I44 team didn't provide the right models to enable it at the moment and since it's not my mod I would have to remodel parts of their mortar. And I don't know if I'm allowed to do it.

On Multiplayer. Thanks for reply. Since I don't play MP I dind't test it. But I hope I can make it work in MP as soon as it works in SP as I want it.

I also know of some bugs with ammo handling. The problem is OFP does some strange things sometimes and I wish BIS could add some commands for weapon/ammo handling.

@Viriato

Sorry it's not yet enabled to do it via trigger. I can't provide such an action at the  moment because it would screw up my "mg team" (that is MG carrier and tripod carrier) managing system.

@Marss911

I don't unserstand what you mean with "a take of the anim"
« Last Edit: 12 Jul 2003, 14:08:41 by Donnervogel »

GeneralCoder

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #13 on: 13 Jul 2003, 19:52:18 »
Oh yeah and just rememberd that if you place the mg it has full ammo no mather how much it actualy has, so you should check how much it has and then...

Donnervogel

  • Guest
Re:UPDATED: HMG Position Script for Invasion 44 Demo! (v. 0.85b)
« Reply #14 on: 13 Jul 2003, 20:39:42 »
Oh yeah and just rememberd that if you place the mg it has full ammo no mather how much it actualy has, so you should check how much it has and then...

it's not that easy. At the moment every "MG team" gets always the same MG. I just place it somwehre out of sight when dismantled. One could think it would keep it's ammo loadout then. Mysteriously it doesn't. It always has full ammo when replaced. It's also difficult  or impossible (not sure yet) to place a MG with only half full magazine. And I'd need to make a counter that counts how many times the MG was reloaded to keep track of the number of magazines in it. And there are still more difficoulties with OFP ammo handling I don't want to adress now.
« Last Edit: 13 Jul 2003, 20:44:48 by Donnervogel »