Mexico hats
GONZO
Posted on 14-02-2015 10:43
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Posts: 69
Joined: 29.11.14
Location: Karviná
Gender: male
Age: 47
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I need a little help. I am working on a map "Pueblo", which will be in the Mexican style.
Knows anyone map, where were for example hats of VC changed?
Not only textures, but Objects (.bes).
I would like to swap VC hats to US hat (mexico).
it's probably a matter of definition in scripts.
I do not understand much.
GONZO attached the following image:
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Silent Bob
Posted on 14-02-2015 19:55
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Warnings:
I think that file may be usefull you.
Silent Bob attached the following file:
equipments.rar [1.7 MB, 667 Downloads]
x 1
GONZO
Posted on 20-02-2015 17:15
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Posts: 69
Joined: 29.11.14
Location: Karviná
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Age: 47
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Hello.
Thank you Silent Bob for file.
VC equipment is automatically generated. So I had to turn off somewhere.
Helped me vc-script-sdk096.
Into vcbasic.inc I added:
pinfo.flags=SC_P_CREATE_FL_DISABLE_EQPGEN;
equipplayer(eqp,&eqpcount);
pinfo.eqps = eqpcount;
pinfo.eqp=eqp;
And created own player_equip.inc file
#include <inc\sc_global.h>
#include <inc\sc_def.h>
void Equip_Mexico(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_pistolcase01.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_pistolcase01.eqp";
eqp[1].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[2].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[2].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH11PH06_01.EQP";
*count=3;
}
Player (AI) script:
// VC Mexico
#include <inc\gonzoequips.inc>
#define MEMBERID 0
#define INIFILENAME "ini\\players\\POORVC3.INI"
#define NAMENUMBER 55999
#define ICONNAME "nhut"
#define PKNIFE 33
#define PPISTOL 0
#define PWEAPON1 0
#define PWEAPON2 0
#define WEAPSLOT1 0
void equipplayer(s_SC_P_CreateEqp *eqp, int *count){
Equip_Mexico(eqp,count);
}
#include "vcbasic.inc"
GONZO attached the following image:
[37.37 kB]
Edited by GONZO on 20-02-2015 17:17
420Ninjutsu
Posted on 21-02-2015 04:40
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wow ! VC with mexico hat !? how ?
GONZO
Posted on 21-02-2015 08:28
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Posts: 69
Joined: 29.11.14
Location: Karviná
Gender: male
Age: 47
Warnings:
When I edit scripts to final form, will publish it with instructions.
GONZO attached the following image:
[46.51 kB]
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GONZO
Posted on 28-01-2016 12:18
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Posts: 69
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Location: Karviná
Gender: male
Age: 47
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Hello, I finished Mexico scripts for my new map G_Pueblo.
1. I created own equips.inc file for 5 VC models and placed it into VIETCONG/DEV/COMPILER/INC/.
G_equips.inc
// G_equips.inc by GONZO
#include <inc\sc_global.h>
#include <inc\sc_def.h>
void Equip_Mexico1(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_maceta01.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\sniper\\EOP_e_maceta01.eqp";
eqp[1].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[2].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[2].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH05PH06_01.EQP";
eqp[3].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_sunglasses02.bes";
eqp[3].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\engineer\\EOP_e_sunglasses02.eqp";
*count=4;
}
void Equip_Mexico2(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[1].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH02PH17_01.EQP";
eqp[2].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_sunglasses02.bes";
eqp[2].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\engineer\\EOP_e_sunglasses02.eqp";
*count=3;
}
void Equip_Mexico3(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_maceta01.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\sniper\\EOP_e_maceta01.eqp";
eqp[1].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[2].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[2].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH11PH06_01.EQP";
eqp[3].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_sunglasses02.bes";
eqp[3].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\engineer\\EOP_e_sunglasses02.eqp";
*count=4;
}
void Equip_Mexico4(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_maceta01.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\sniper\\EOP_e_maceta01.eqp";
eqp[1].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[2].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[2].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH05PH06_01.EQP";
eqp[3].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_sunglasses02.bes";
eqp[3].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\engineer\\EOP_e_sunglasses02.eqp";
*count=4;
}
void Equip_Mexico5(s_SC_P_CreateEqp *eqp, int *count){
eqp[0].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_maceta01.bes";
eqp[0].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\sniper\\EOP_e_maceta01.eqp";
eqp[1].bes = "G\\EQUIPMENT\\Vc\\bes\\EOP_e_canteen01VC.bes";
eqp[1].eqp = "G\\EQUIPMENT\\Vc\\eqp\\CVP_uniformVC04\\KAM70-1\\EOP_e_canteen01VC.eqp";
eqp[2].bes = "G\\EQUIPMENT\\us\\bes\\EOP_HAT8US_V01.BES";
eqp[2].eqp = "G\\EQUIPMENT\\Vc\\eqp\\EOP_VH05PH06_01.EQP";
eqp[3].bes = "G\\EQUIPMENT\\Us\\bes\\EOP_e_sunglasses02.bes";
eqp[3].eqp = "G\\EQUIPMENT\\Us\\eqp\\CUP_SFgncsldr03\\engineer\\EOP_e_sunglasses02.eqp";
*count=4;
}
* G\\EQUIPMENT\\Vc\\eqp\\EOP_XXXXXXX.EQP contains information about the position on the body *
2. Other scripts I placed into standard script folder VIETCONG/LEVELS/MYMAPS/DATA/MAP/SRIPTS/
MexicoVC_1.c
#define ID_GROUP 0
#define ID_MEMBER 0
#define PPISTOL 0
#define PWEAPON1 0
#define PWEAPON2 0
#define PWEAPONSLOT1 0
#include "mexico1vcbasic.inc "
mexico1vcbasic.inc
#include <inc\G_equips.inc>
#include <inc\sc_global.h>
#include <inc\sc_def.h>
#define PVANGLE 3.0f
#define PVANGLENEAR 4.0f
//settings of difficulties
#ifndef D0_SHOOT_PREC
#define D0_SHOOT_PREC 1.5f
#endif
#ifndef D1_SHOOT_PREC
#define D1_SHOOT_PREC 1.0f
#endif
#ifndef D2_SHOOT_PREC
#define D2_SHOOT_PREC 0.3f
#endif
#ifndef D3_SHOOT_PREC
#define D3_SHOOT_PREC 0.0f
#endif
dword gPhase = 0;
void equipplayer(s_SC_P_CreateEqp *eqp, int *count){
Equip_Mexico1(eqp,count);
}
int ScriptMain(s_SC_P_info *info)
{
s_SC_P_Create pinfo;
s_SC_P_CreateEqp eqp[10];
int eqpcount;
s_SC_P_AI_props props;
s_SC_P_getinfo plInfo;
c_Vector3 plPos;
dword i, j;
info->next_exe_time = 0.5f;
switch( info->message )
{
case SC_P_MES_TIME:
switch( gPhase )
{
case 0:
CLEAR(pinfo);
CLEAR(eqp);
pinfo.type = SC_P_TYPE_AI;
pinfo.side = SC_P_SIDE_VC;
pinfo.group = ID_GROUP;
pinfo.member_id = ID_MEMBER;
pinfo.inifile = "ini\\players\\POORVC.INI";
pinfo.name_nr = 1150;
pinfo.icon_name = "nhut";
pinfo.weap_knife = 33;
pinfo.weap_pistol = PPISTOL;
pinfo.weap_main1 = PWEAPON1;
pinfo.weap_main2 = PWEAPON2;
pinfo.weap_slot1 = PWEAPONSLOT1;
pinfo.recover_pos = info->pos;
pinfo.debrief_group = SC_P_DEBRIEFGROUP_VC;
pinfo.flags=SC_P_CREATE_FL_DISABLE_EQPGEN;
equipplayer(eqp,&eqpcount);
pinfo.eqps = eqpcount;
pinfo.eqp=eqp;
info->pl_id = SC_P_Create(&pinfo);
gPhase = 1;
break;
case 1:
if ( !SC_P_IsReady(info->pl_id) )
return 0;
SC_P_Ai_EnableShooting(info->pl_id, TRUE);
SC_P_Ai_SetPeaceMode(info->pl_id, SC_P_AI_PEACEMODE_HOLD);
SC_P_Ai_SetBattleMode(info->pl_id, SC_P_AI_BATTLEMODE_ATTACK);
SC_P_Ai_SetMode(info->pl_id, SC_P_AI_MODE_BATTLE);
CLEAR(props);
SC_P_Ai_GetProps(info->pl_id, &props);
props.coveramount = 0.9f;
props.extend_searchway = TRUE;
props.shortdistance_fight = 0.0f;
props.view_angle = PVANGLE;
props.view_angle_near = PVANGLENEAR;
props.hear_distance_max = 70; //this should match the scene visibility distance
props.shoot_imprecision = 0;
props.shoot_damage_mult = 1.3f;
props.max_vis_distance = 68; //this should be 2 meters less than scene visibility distance
props.peace_fakeenemy_run = 1;
props.peace_fakeenemy_phase = 0.5f;
props.reaction_time = 0.01f;
props.scout = 0.1f;
props.berserk = 0.1f;
props.boldness = 7 + frnd(4.0f);
//set by difficulty
switch( SC_ggi(SGI_DIFFICULTY) )
{
case 0:
props.shoot_imprecision = D0_SHOOT_PREC; //overload previous (default) setting
props.shoot_damage_mult = 0.5f;
props.grenade_throw_imprecision = 1.5f + frnd(0.5f);
break;
case 1:
props.shoot_imprecision = D1_SHOOT_PREC;
props.shoot_damage_mult = 1.0f;
props.grenade_throw_imprecision = 1.0f + frnd(0.5f);
break;
case 2:
props.shoot_imprecision = D2_SHOOT_PREC;
props.shoot_damage_mult = 1.1f;
props.grenade_throw_imprecision = 0.5f + frnd(0.5f);
break;
case 3:
props.shoot_imprecision = D3_SHOOT_PREC;
props.shoot_damage_mult = 1.2f;
props.grenade_throw_imprecision = 0.3f + frnd(0.3f);
break;
}
SC_P_Ai_SetProps(info->pl_id,&props);
gPhase = 2;
break;
case 2:
break;
}//switch( gPhase )
break; //case SC_P_MES_TIME:
case SC_P_MES_EVENT:
switch(info->param1)
{
case SCM_MP_REINIT:
if (gPhase != 1)
gPhase = 1;
break;
}
break;
}
return 1;
}
GONZO attached the following image:
[40 kB]
Edited by GONZO on 28-01-2016 12:20
x 1 x 1