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Gen Cobra
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Post by Gen Cobra »

BASTOGNE

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Gen Cobra
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Post by Gen Cobra »

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Elfastball7
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Post by Elfastball7 »

The Bastogne map looks really sweet.
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falcon64z8
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Post by falcon64z8 »

so far so great :D lovin it
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Gen Cobra
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Post by Gen Cobra »

This is a view of the single player version of this for this BLITZKRIEG Mod. There are 2 levels for Bastogne. A 30 cal mission and the other is blow up a couple of flak cannons.

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falcon64z8
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Post by falcon64z8 »

D A M N, ea should hire u!
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Gen Cobra
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Post by Gen Cobra »

Does anyone know why that soldiers breath apears with fx on high? Is it the tik and the fact he's winter?

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sudden*death
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Post by sudden*death »

who cares it's beautifully done mr.cobra
nuggets
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Post by nuggets »

nice work (again) i'd be more concerned about the cat though :P

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hope this helps, prob not cos it's all foreign 2 me :-/
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Gen Cobra
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Post by Gen Cobra »

MORE PICS BERLIN
nuggets wrote:nice work (again) i'd be more concerned about the cat though :P
Thanks. But I really was curious. Like the randomness of the guys that light a butt up and just stand there and smoke. I dont understand that either.

The cat has never smoke or drank. Wish I could say the same for myself.

Berlin Continued...

Well this is the last map on the 7 leg stretch of this singleplayer campaign. Your final objective: Find and kill Adolf Hitler. (I realize he blasted himself in the Eagles Nest but this is just for fun)

Ill be shipping this mod out to players as soon as I look through any bugs. I work on it a lot so it shouldn't be long.
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Gen Cobra
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Post by Gen Cobra »

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nuggets
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Post by nuggets »

that one i can answer, not sure how it determines whether the map is cold enough to have breath showing though...

in the anim/stand.scr you will find

Code: Select all

IdleStandBored:
waitexec anim/smoking.scr::SmokeCigaretteInit

local.randnum = randomint 100

// 2 cycles before smokin out
local.loop = 2
while(local.loop>0)
{
	if (local.randnum < 33)
	{
		self.blendtime = 0.5
		self setmotionanim (self.weapongroup + "_stand_bored_a_intro")
		self waittill flaggedanimdone

		local.i = randomint(2) + 3
		while (local.i > 0)
		{
			self.blendtime = 0.5
			self setmotionanim (self.weapongroup + "_stand_bored_a")
			self waittill flaggedanimdone
			local.i = local.i - 1
		}

		self.blendtime = 0.5
		self setmotionanim (self.weapongroup + "_stand_bored_a_outtro")
		self waittill flaggedanimdone
	}
	else if (local.randnum < 66)
	{
		self.blendtime = 0.5
		self setmotionanim (self.weapongroup + "_stand_bored_b_intro")
		self waittill flaggedanimdone

		local.i = randomint(2) + 3
		while (local.i > 0)
		{
			self.blendtime = 0.5
			self setmotionanim (self.weapongroup + "_stand_bored_b")
			self waittill flaggedanimdone
			local.i = local.i - 1
		}

		self.blendtime = 0.5
		self setmotionanim (self.weapongroup + "_stand_bored_b_outtro")
		self waittill flaggedanimdone
	}
	else
	{
		waitthread IdleStandBoredGeneric
	}

	local.loop--
}

waitexec anim/smoking.scr::SmokeCigarette

end
hope this helps, prob not cos it's all foreign 2 me :-/
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Gen Cobra
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Post by Gen Cobra »

Thanks for showing me that. So I guess the ai just does it in a random cycle of boredom then huh? Is there a way to activate so the ai stands there in that smoking idle position until alerted?
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nuggets
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Post by nuggets »

yep, $player_name waitexec anim/smoking.scr::smokecigaretteinit
hope this helps, prob not cos it's all foreign 2 me :-/
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Gen Cobra
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Post by Gen Cobra »

nuggets wrote:yep, $player_name waitexec anim/smoking.scr::smokecigaretteinit
$player_name u mean the name of the enemys $targetname? Can you elaborate? Because im just now getting them fully under my control with targeting waypoints correctly and other crap like card games and nodes that work with their min/max property numbers,etc
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