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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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A How-To for Medevacs and Medic Animations
The PM story so far:
11-03-2017, 04:24 PM Quote:
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Attachments below.
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#2
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Nice work Baldo
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04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#3
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Really you had to put all PM's here.
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#4
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#5
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Does the same delta procedure work with medic ranger or in my med ranger medic is called soldierwithstinger
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#6
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but the the only enemy on the map was only BlackHawks with chanhed AIs so i think you do not need to make another AI for that Tahagamer if ypu know what im talking about BTW the Medic Ranger was err changed to a normal person NO STINGER
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why |
#7
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.....
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why Last edited by SpecOpsSniper; 11-07-2017 at 08:32 PM. Reason: Private |
#8
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I just tested it. The Ranger medic also does the "operating" animation when he's set to Guarding in the Item Attributes.
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#9
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Though I haven't tested the map, from memory you can use a PLOOP wrapping a condition that's not checked every second by the WAC like alive or not dead, is team blue etc. Then you add a variable, (area trigger, count or event etc) to turn it on and off. Also from memory it can be a bit buggy when it comes to turning it off and returning to missions after death but for BHD it maybe OK. |
#10
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There might be some way to smooth the animation triggering, but it's a moot point in this situation. Getting the dragger to drag and the dragee to be dragged, both in continuous animations, is only the first hurdle. Getting the medic to "attach" to the casualty so that they both move together might be beyond .wac powers. And really, in a perfect world, nothing DFBHD can do would be un-.wac-able, but... For instance, "if group 1 is in area X" is not the same as "if group 1 is not outside of area X." That's beside the point. The point is that "PLOOP" is a ridiculously funny thing to code.
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#11
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PLO0p is a funny word alright but I reckon it does get you out of the (PlOOP) sometimes! Anyways you could use the event editor and wac vars controlling distance from ssn to redirect or go to, increase decrease speed etc... In a strictly programmatic sense I'd use "detect radial distance" from "object:ID" to "object:ID" add a direction (heading or vector) If the engine was good enough you could also script for LOS, Character Classes, Health, Manna etc. (sound familiar?) |
#12
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Nope it didn't work on Joint Ops with the Somali Conflict mod
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#13
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No freaking smoking bh or working medics in joint ops with mod!
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