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Author Topic: new formations  (Read 2121 times)

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Offline General Barron

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Re:new formations
« Reply #15 on: 07 Mar 2003, 18:48:42 »
Do you mean like a program? I was thinking about this, but I'm not very good at programming, so I decided not to try it. I'm assuming that you have downloaded my custom formations script. If not, get it here: http://www.ofpec.com/editors/resource_view.php?id=433
All the info on how to use it is in the readme, but I'll summarize how to make formations here:
It's just like plotting points on a graph. If you know how a rectangular coordinate system (x/y) works, then you know how to make these formations. I assume that you've taken a math class where you have studied graphs like y=2x and the like. Just imagine each soldier as being a point on the graph. The leader of the formation is at the center of the graph (the origin; point 0,0). "Up" on the graph is the direction the leader is facing. So if you want a guy to be 4 meters in front of the leader and 10 meters to his right, his coordinates would be (10, 4).
Now you just grab a sheet of graph paper, plot out the points of all 11 squad members and figure out their coordinates. Then open up the template and replace all the [x,y] with your coordinates.

I'm sure I made that sound much more complicated than it really is, but it truly is simple. I did a lot of behind the scenes work in my script so that making the formations is easy. If you really want to know, the script basically converts each position into a distance and a direction from the leader (polar coords), since that is what OFP has commands relating to. But it is simpler to set up a list of (x,y) coords instead of distance direction coordinates, so thats how I set up the interface.

If anyone has suggestions on how to make the readme clearer, please let me know.
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!

Plizkin

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Re:new formations
« Reply #16 on: 13 Mar 2003, 15:04:10 »
yes, i do.  I already downloaded your new formation- script. But if they are moveing to the "new formations", there stand "moveing" or "ready", if they are at the position. Thats bad, 'cuz if I say "all, fall back in the formation" they are moveing to they`re really formations.  ???
I don`t know, how I can say it better.
(Sorry for my shitty english ) :'(

Offline General Barron

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Re:new formations
« Reply #17 on: 13 Mar 2003, 18:40:12 »
Plizkin,

I understand what you are saying. You don't like how it always says "moving" or "ready" under your guys when using the script. I'm afraid I don't know of any way to deal with this. The script works by placing lots of "domove" commands on every squad member. These work the same way as when you click on a guy and tell him to move to a bush or something. I don't know of a way other than "domove" to get somebody to move.

As for the "fall back into formation"; also nothing I can do about that, because it is hard-coded into the game, while my formations are really just a script that acts sorta like an in-game formation. All I can say is that if you say "fall back into formation", and then you start moving, your guys will run to there spot in the custom formation, instead of the real one.

Even if you don't like how they work on player-controlled squads, keep in mind that they work for AI squads, too. So, if nothing else, just use them on the AI, because the player won't see the "moving" or "ready" messages.
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!

Josef

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Re:new formations
« Reply #18 on: 16 Mar 2003, 10:10:25 »
Actually theire great for AI, it makes the leader just run, not stopping to maintain formation in urban terrain...

Makes AI far cooler when assaulting villages, also you can have REALLY close formations...