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Author Topic: Close combat and strike gun  (Read 1865 times)

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Dubieman

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Close combat and strike gun
« on: 07 May 2005, 15:08:30 »
Hello all,

I've been toying with strokegun a bit and I am thinking of trying to make OFP ppl to behave somewhat like enemies in HALO, like they fire from afar but close up they rush in and melee you. I dunno if I could do it, I'm still wondering if its possible...

Anyways, does anyone have any secrets to strokegun? I can get it to work, but  I'm not sure how to make someone target/look at someone and use it. Fire command makes a guy look like he's stargazing while waving his gun around. Then my other problem is that strokegun isn't availiable unless you have no ammo in your gun or you have emptied the mag or something. Its weird.

So any prior expierences would help or advice.

Cheers
GRK

Loup-Garou

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Re:Close combat and strike gun
« Reply #1 on: 07 May 2005, 16:40:10 »

Offline macguba

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Re:Close combat and strike gun
« Reply #2 on: 07 May 2005, 18:26:51 »
Hunt very hard around the forums and Ed Depot.  People talk about this from time to time though I don' t know that anybody has made a real go of it.

Strokegun is like any other weapon.   There is a weapon and a magazine.     It sort of takes up a slot, even though its invisible.
Plenty of reviewed ArmA missions for you to play

Offline Planck

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Re:Close combat and strike gun
« Reply #3 on: 07 May 2005, 18:40:14 »
Quote
Strokegun is like any other weapon.  There is a weapon and a magazine.

This is true and the weapon names are:

"StrokeGun"
"StrokeFist"      ;D ;D

And the magazine names are .......the same.


Planck
I know a little about a lot, and a lot about a little.

bdfy1

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Re:Close combat and strike gun
« Reply #4 on: 07 May 2005, 18:46:45 »
macguba
I have a suitable script ... But I have ripped it out of UKF mod - author rules and so on... If nobody minds I can post it...
This scripts make units to use bayonets ( I ripped anim out if UKF :) or  riffle butt when enemy is close. Units also can ( and do ) fire their guns when enemy is far. It works nicely with ww2 units - but it will be different with AK etc ( due to great firepower )
Another problem is that StrokeGun original anim - it's two strikes ;) It should be separated.

Offline Morglor9

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Re:Close combat and strike gun
« Reply #5 on: 07 May 2005, 21:31:50 »
sounds good, but why not just ask UKF mod to release the script so that it can be added to any unit and used with strokerifle?
Cymbaline

bdfy1

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Re:Close combat and strike gun
« Reply #6 on: 07 May 2005, 21:58:54 »
try it ;) they even tried to encode their pbo's to prevent depacking ;)
And I also improved and changed it a little.

Offline Fragorl

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Re:Close combat and strike gun
« Reply #7 on: 08 May 2005, 01:49:58 »
If you haven't already, check out the new VME cqc AI video. Sounds exactly like what you're after.

AI video

Dubieman

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Re:Close combat and strike gun
« Reply #8 on: 08 May 2005, 01:52:46 »
Mac, Planck: I sort of figured out the names, but I was a little confused on where the actual "weapon/ammo" was. ::)

LoupG- Thanks for the link, thread seemed to peter off.... :P
Though there are some interesting snippets in there.

bdfy1: Did you ask permission of UKF to use any of their scripts? I know that bayonet is awesome, ubt when I dealt with them, they are verry protective of their work plus its encrypted. I wouldn't just stick their names in the credits.

Anyways, does anyone know of the answer to my Qs?

1.) use strokegun (fire command or something else?)?

2.) using strokegun while weapon is loaded?

After a bit more testing, strokegun isn't a one hit kill all the time when addweaponed. Sometimes you can injure someone partially, but usually one solid hit to the front takes them down.  :P

edit: Fragorl, downloading movie now....
« Last Edit: 08 May 2005, 01:57:02 by GuiltyRoachKillar »

Offline macguba

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Re:Close combat and strike gun
« Reply #9 on: 08 May 2005, 09:56:17 »
I have a feeling these things are only for the player.  If you want AI to do them you have to move him into position, play the animation for the hit and then setDammage the target.    Don't quote me though, you probably know more about this than I do by now.
Plenty of reviewed ArmA missions for you to play

bdfy1

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Re:Close combat and strike gun
« Reply #10 on: 08 May 2005, 12:44:53 »
I spoke with UKF :)
Can your bayonets be used in other addons ,mods ?
Quote
as for making our stuff available to the community... we do, in the form of these addons we have spent months of work on. While we do not want to come off stuck up and holier than thou, we do also believe that if we had to go through so much work getting bayonets working etc, then we'd also expect other teams to try the same. No one pays us to make these addons, so sharing our work with the community is something we choose to do
IMHO it's not the best position... :)

It's a piece of cake to decrypt their pbo's - in spite of the fact that  I 'm still interesting how they encrypt it :)

macguba
Quote
If you want AI to do them you have to move him into position, play the animation for the hit and then setDammage the target
You are close ;) the only problem was to locate the nearest enemy. The idea is as following :
Imagine a spiral around unit.
A point ("_tgtPos") travel around a spiral with command "_Tgt =
NearestObject _TgtPos". If _Tgt is  an enemy soldier, AI with bayonet
runs towards him  and strikes hard.
 I only made their script a bit faster (what is NearestObject  radius ? -
 50m? Thus there's no need to scan every 1m like UKF's did. I used 25-50 it works fine) and add random animations ( UKF_bayonet or strokeGun )


 
« Last Edit: 08 May 2005, 12:47:51 by bdfy1 »

Dubieman

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Re:Close combat and strike gun
« Reply #11 on: 09 May 2005, 01:04:11 »
Well, I can make a soldier use strokegun with the fire command, dude fire "Strokegun" and I got killed when standing in front of him. Only problem was that fire command makes the guy look into the sky awkwardly...

 I dunno if I want to pursue this though. Strokegun the weapon only seems to work if no ammo is in your gun and bdfy1 seems to have a solution. :P

@UKF's statement, I honestly don't get if they said yes or no... :P  Though I see their point.

Offline Fragorl

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Re:Close combat and strike gun
« Reply #12 on: 09 May 2005, 01:08:28 »
Ouch. Well that'll make me think twice before just 'nabbing' somebody else's model, as they put it.

I'm trying to understand where they're coming from - they spend months and months working on a large product, the way they did, release it as part of their mod, and then require that people use the bayonets if they're running that mod only. In short, they expect that no one will unpack their addons, take their intellectual property (in the form of models and animations et cetera), and freely distribute them in a whole range of other addons. They also expect that if anyone wants a general purpose bayonet for any situation, they'll have to make their own.

Now, as far as i can see, the only thing stopping that from happening, is the thoughtfulness and consideration of the authors' wishes by every single person who decides to download their mod. Any one person could do what I mentioned before, taking and redistributing, with virtually no consequences. At the end of the day the community is a relatively anonymous place.

So whilst I would never take things from their modification, for example, or in fact from anyone else's when they were not entirely happy with me doing so, I also find it rather unrealistic to expect that no one would, ever. On the other hand, public opinion (community opinion in other words) might be a stronger force than I'm allowing for, and prevent this from happening. Certainly, nothing else will, unless the team wants to spend time and effort developing a foolproof encryption system. Personally I would allow for this, and anything I make will probably be for free distribution, with the usual 'you are free to modify this but give the original author credit.' That usually works pretty well, and it's spotted if someone seriously violates the rule.

Having said that, though, if I'd just completed a project of that magnitude, I might feel a little differently, and more jealously guard my IP.
« Last Edit: 09 May 2005, 06:08:02 by Fragorl »

Offline macguba

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Re:Close combat and strike gun
« Reply #13 on: 09 May 2005, 08:53:44 »
There is a serious problem in the addon community of people stealing other people's work and passing it off as their own.     They are frequently caught.  

It doesn't happen so much with missions and scripts.
Plenty of reviewed ArmA missions for you to play

Offline General Barron

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Re:Close combat and strike gun
« Reply #14 on: 09 May 2005, 21:00:18 »
The PUKF bayonets are okay, but it isn't the best way to get hand-to-hand into OFP. Obviously there is more than one way to script a melee attack, the PUKF method being one way, which has its own advantages and disadvantages. Personally I don't like their method because it uses hundreds of 'nearestobject' calls a second, which causes massive lag with enough units. When I made my Vampires addon a while back, I used a simple distance check between the would-be attacker, and an array of would-be victims. This could also prove laggy, but if you only have a few possible victims, it works great, no matter how many attackers. Still, it isn't the best solution.


Far and away the best method of doing things is to use OFP's natural configured weapons, instead of some scripted workaround. The possibility for it is there, as you can see with strokegun/strokefist. However, BIS just didn't configure those weapons properly. The OFP Taiwan Workshop team has proven that these weapons CAN be configured to work almost perfectly in OFP. Check out this thread here:

http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=3d7c554b5d524b461b417bf849ceb1fc;act=ST;f=54;t=43464;hl=bayonet+fight+in+ofp+1

You'll notice the PUKF member's attitude towards this improvement is... rather defensive I guess? And despite all the criticism, the OTW member stays cheerful and very giving about their mod's 'secrets'. Sorry if I sound a little cynical towards PUKF, but read the thread and you might get the reason why... Anyway, I've advertised these guys so much, because whenever I see a thread talking about bayonets, I have to point out that a far superior method exists than the PUKF ones.

Improvements have been made since that posting, and I've heard that the bayonets can be used before the weapon runs out of ammo. I pointed a guy in the Civil War mod to these, and he is working on implementing them into that mod.

I have been thinking about implementing this into the ECP, so that you have a 'butt stroke' weapon by default (no matter what weapon you have), but perhaps releasing a "bayonet pack" addon would also be a good idea, so that mission makers have access to bayonets in their missions. I'll have to get in touch with the CW and OTW mod teams to see what the latest configs for these look like.



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