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Posted

Hello everyone,

 

Has anyone figured out how to add random infantry to the airfields using mission editor? I was looking at the generated campaign mission files and there is no item/MCU that would indicate a spawn point for the infantry (yet they appear in the mission when playing). Is the infantry functionality somehow hardcoded and is not available for user created single-player missions?

Posted

Be lurking in some mission files looks like they are animations .chr.

 

graphics\characters\botfield_soldierger\soldierger.chr

 

Played with MCU_TR_AnimationOperator operator.

 

But in my game copy are not a \characters\ folder...  :huh:

Posted

OK, just put a MCU_TR_AnimationOperator and set in them:

 

graphics\characters\botfield_soldierger\soldierger.chr

graphics\characters\botfield_soldierger\soldiergerhat.chr

 

In the MCU_TR_AnimationOperator define what the soldier will  do, if stand, walk...

Posted

Infantry at the airfields causes the impression they are from the movie "the walking dead".

Posted

Be lurking in some mission files looks like they are animations .chr.

 

graphics\characters\botfield_soldierger\soldierger.chr

 

Played with MCU_TR_AnimationOperator operator.

 

But in my game copy are not a \characters\ folder...  :huh:

 

This file is part of a gtp archive. There is a utility originally written for rise of flight that will extract these archives: http://www.kegetys.fi/gtp-extractor-for-rise-of-flight/

Posted (edited)

Is not need extract, be just setting the MCU_TR_Animation pointing for "graphics\characters\botfield_soldierger\soldierger.chr" etc. the soldiers appear in the mission.

 

 

 

Infantry at the airfields causes the impression they are from the movie "the walking dead".

 

Is because they are ready for a future Zombie MOD  :lol: - you know the most successful game genre of these days.   :rolleyes: 

Edited by Sokol1
Posted

Good catch Sokol, haven't though about the animation operator. It kind of works.. but have you been able to make the infantry move around? (and not just play animations).

Posted

I also use the animated soldiers, but I haven't found a way to make them move around. I really would like to know how it is done.

 

Another problem is, that they will always look up and not straight ahead. Either I'm doing something wrong or some of the animations from the list in the Command Play Animation menue still don't work correctly.

Posted (edited)

Tested briefly, use the Command Play Animation before the Animation and select the type of animation.

 

Anim.jpg

 

 

For walking ones seems that need set waypoints, the guy there walk but dont leave the place (or are treadmills for walkers around Stalingrad?).  :biggrin:

Edited by Sokol1
Posted

Sokol, I've tried the same, but giving the soldiers waypoints doesn't work.

Gitano_Fraile
Posted

where that file is located , the characters folder not in my graphics folder

Gitano_Fraile
Posted

thx

Posted (edited)

 

Another problem is, that they will always look up and not straight ahead. Either I'm doing something wrong or some of the animations from the list in the Command Play Animation menue still don't work correctly.

 

I load Veteran66 KG_27 mission and have some soldiers - stand up - and all are looking up. :)

 

Probable a animation bug...

 

Other issue is, if you put a soldier on some place, eg. runway they appear with legs under ground, even editing mission file and setting the same YPos of the plane on runway the soldier is not at same level.

By trial and error is need raise then 720 - Stalingrad test map, South airfield - relative to plane in same runway. Maybe the animation is for some specific place...

 

The guy are able to sit in some invisible box. :)

Edited by Sokol1
Posted

I load Veteran66 KG_27 mission and have some soldiers - stand up - and all are looking up. :)

 

Probable a animation bug...

 

Other issue is, if you put a soldier on some place, eg. runway they appear with legs under ground, even editing mission file and setting the same YPos of the plane on runway the soldier is not at same level.

By trial and error is need raise then 720 - Stalingrad test map, South airfield - relative to plane in same runway. Maybe the animation is for some specific place...

 

The guy are able to sit in some invisible box. :)

it is not a Bug, the soldiers are not make to place it alone in the ground, they are a cannon team or walk arround the airfield objects, so they are a part of Object Animation.
I use a trick to place it on the Airfield to look more alive.
I hope we get the soldiers as own objects.

post-126-0-67767400-1427700936_thumb.jpg

  • Upvote 1
Posted

Cool! Now we just need to redress some of them guys into maintenance overalls and we have finally living airfields  :good:

  • 4 months later...
Posted (edited)

A couple of questions:

 

1. Re. making a character go somewhere: can I assume from Veteran's post above that you can only place stationary characters (even ones that walk in place); you cannot make them go somewhere?

 

2. I learned that block objects starting with arf_caponiers or arf_dugouts include mobile characters. Does someone have a list of what other objects include mobile characters? I thought that I could look for .chr files in the GTP extract under the /blocks directory to start with, but there are none that I can see.

 

Thanks!

 

Jim

Edited by JimTM
Posted

On the subject of character animation, there is a character parashute/parashute01.chr that has interesting animations that should make it possible to make paratroopers, but I can't get the parachute to do anything (see attached mission). I'd be interested to hear if anyone gets it to work.

parachute.zip

  • 3 months later...
Posted

Hi everybody,

Sorry for my English.

I tested the mission "parachute.zip" and I extracted the animation of mission's Veteran66.

No animation not appear.

Why ?

 

How can I get the file "graphics \ characters \ Botfield soldierger \ soldierger.chr?

 

Thank you in advance for your response ;)

Posted

Guess, from latter versions those animations gone. Have you check Veteran's missions recently?

Posted

Yes I took the latest version Veteran's missions.

The soldiers are clearly visible but if I save as... the mission from the ME. The soldier disappear.

Posted

The path to the soldier character has changed with the introduction of the summer textures. It seems the variant with hats has replaced the variant without, and is now named soldierger.ch. But even then, I haven't been able to make them work since that change. They are visible in the FME, but not in the game.

 

There was a tool to extract gtp archives which I used to get these paths to resources that are not directly accessible in the FME, but it stopped working in version 1.103. It can still be used to look at some of the filenames and directories in archives.

 

Regarding paratroopers, I noticed that the game seems to handle pilots that have ejected as airplanes. You can cycle through them using the F2 key, and AAA will target the poor pilots (you can see that behaviour if you give a force complete with priority set to low to the AAA). I tried creating a "plane" that used the parachute model and script using a text editor, but I haven't had any luck. IIRC they were visible in the FME, but not in the game.

Posted

Ok thank you for the explanations.
Too bad that a type's soldier vehicle  does not exist.

  • 3 weeks later...
Posted

I just saw some soldiers in the Fighting Legends server yesterday.

 

I opened in the mission editor but couldnt find anything.

 

I was hoping to revive this discussion as I would like to introduce the ground crews in some of my SP missions.

Posted

Last time I checked (1.104) the only soldiers you could get were those embedded in some of the caponier and other groups. For instance, I think af_tower2 has some (or is it af_tower1?).

Posted

Idk how to check, but the FL server mission had plenty of soldiers walking near the spawn without any visible group around them.

 

We should find out who makes those missions.

No601_Prangster
Posted (edited)

I was curious how FL did this so I opened up there missions and after some experimenting and looking at the Mission file in notepad I figured it out.

 

The men are linked to airfield blocks such as aft_dugout, aft_tower and aft_caponier. It turns out that all you need to do is change the objects natioality to either Russian or German.

 

Select the Block and in Properties press Create Linked Entity. In Advanced Properties and change the Country to German or Russian. You can then Delete Linked Entity after and it will still work.

 

Works in Multiplayer Deathmatch missions but nor Single Player mode. It does work in SP mode!

Edited by No601_Prangster
  • Upvote 2
Posted

Thanks for the detective work!

 

That's a pity because I only build SP missions :(

Posted

Thank you Prangster ;)

Would you have an example (* .Mission) to view in the editor?

Posted

Jade as it wirks in MP i guess it must have a good chance to work in SP

No601_Prangster
Posted

You're right Jacko it does work in SP mode!

Posted

Tank you very much Prangster ;)

  • Upvote 1
  • 4 years later...
Posted (edited)
On 12/14/2015 at 5:47 PM, No601_Prangster said:

 

Hi Prangster, can you repost this file somewhere, link is gone ..?

 

Or better: Has anyone got a working (simple) mission with 'moving infantry'?

I am trying to revive Veterans Chir Front for 4.501, but the required *.chr characters there are no longer present.

 

Thnx

Edited by jollyjack
Posted

Ok

 

Translator Animation Operator

advanced config -> graphics\characters\botfield_soldierger\soldierger.chr -> set

Animations show death, idle, ...., walk_forward_cycle

 

Result in '.list' -> filename="graphics\characters\botfield_soldierger\soldierger.chr","d0affbad"

So file seems to exist

 

command Play Animation

-> object linked to the 'Translator Play Animation'

All animations shown before can be selected

so seems to be OK...

 

Now we need to figure out which ones to use and what speed to set...

 

Deci

 

 

 

  • Thanks 1
Posted

What’s the current problem?

 

You simply set the coalition you want for the airfield object in question and the proper soldier will walk around.

  • Upvote 1
Posted
8 hours ago, JG4_Deciman said:

Ok

 

Translator Animation Operator

advanced config -> graphics\characters\botfield_soldierger\soldierger.chr -> set

Animations show death, idle, ...., walk_forward_cycle

 

Result in '.list' -> filename="graphics\characters\botfield_soldierger\soldierger.chr","d0affbad"

So file seems to exist

 

command Play Animation

-> object linked to the 'Translator Play Animation'

All animations shown before can be selected

so seems to be OK...

 

Now we need to figure out which ones to use and what speed to set...

 

Deci

 

 

 

 

I tested this back in 2015-2016 and it did not work. Maybe it works now.

Posted
13 hours ago, JimTM said:

 

I tested this back in 2015-2016 and it did not work. Maybe it works now.

 

Unfortunately it does NOT work

(or I didn't figure out how to make it work yet)

 

Soldier (only 1) is visible inside editor

but not when started and joined the mission.

 

So I really believe we have to use the few objects that are generating soldiers (even if we don't want these objects there)

 

Deci

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