Author Topic: Army Men Mod(Soldier now Available.)[closed]  (Read 54854 times)

ok well thats a relief.
cant wait for this mod to come out!

This seems like  a good idea, and your modeling is pretty good. However, to business.

A: Weapons/Craft/Ideas
I think you need to clarify the era in which this is taking place. Your header and vehicle list are misleading in the area that:
1) One Amry Man appears to be wielding a Thompson submachinegun
2) One of your vehicles is the British Spitfire

If this is World War II, then ideas are:
That each class have sub-classes.
(I.E. Soldier: Submachinegunner, Support Gunner, Riflemen) determined by the weapon they hold. A script that may not allow cross collecting of weapons, perhaps?
If this is factioned, as you have stated the soldier could take on your body color (Maybe a peek into the horse script in FFC, with permission) perhaps we could have weapons from 4 factions.
Britain (Perhaps light green)
United States (green)
Germany (grey)
Japan (tan)

Now to the longer part of the WWII ideas.

A) Player Weapons
   1)The Soldier

Possibly, Depending on the class:
(U.S.)Thompson, B.A.R, M1 Garand, M1817 Trench Gun, Grease Gun, "Pineapple" Grenade, Colt .45 Handgun, M1A1 Carbine.

(U.S.) Special Class
(I.E. Someone with explosives, Bazooka wielder)
Bazooka, Satchel Charges, Springfield

(Britain)Lee Enfield, B.A.R, Thompson, Sten, Grenade, Webley Revolver, Bren Light machinegun.

(Britain) Special Classs
<See American> and Scoped Lee-Enfield

(Germany)Kar98k Bolt-Action rifle, Gewher 43 automatic rifle, Luger or P38, Sturmgewher 44 (STG 44 or MP44), MP40, Stihandelgrenaden (Spelling?), MG42, FG42.

(Germany) Special Class
Panzershreck, panzerfaust, Scoped Kar98 or Gewher 43

(Japan)Type100 and 99 Machineguns, Sword, Arisaka, with and/or wthout bayonet, Nambu military pistol.

(Japan) Special Class
Rocketeers and Scoped Arisaka
Ah, now thats over with. On to the next!

B) Player Classes and Armament
  1) Soldier (All classes have a side arm and grenade unless specified)

Rifleman: Garand and/or M1A1 Carbine, Gewher and/or Kar98, Lee Enfield, Arisaka. (All can be equipped with Satchel Charge)

Submachinegunner and/or Support Gunner ( Seperated by a "|"):
 Thompson | B.A.R, MP40 | STG 44, Thompson | Bren LMG, Type 100 | Type 99.
(May or may not have satchel charge/grenade due to Support Gunner's weapon's heavy weight. Possibly a slower pace)

=SPECIAL CLASSES=
Bazooka: Bazooka, duh. Handgun based on class's faction. (May have grenades, should move at slower pace but have a tad more health)

Sniper: Sniper Rifle based on class's faction, and a sidearm. (Maybe one grenade. Should wear a Gillie? Suit, which is made of leaves to fool enemies. Move faster but have a tad less health.)

Medic: Can be any class excpet other specials and the Support Gunner class. Can have a rifle, machinegun, one or maybe two grenades and a special Medical Pack for healing. It could be and probably should be reusable. Include sidearm. (Moves at a soldiers pace but has a tad more health and can heal self when not under fire.)

Pilot: Can pilot Aircraft but are not limited to it. Sidearm ONLY. Superior handling and control of aircraft over other classes.

Sheesh. I feel like I am writing a book. I hope I don't come across as pushy and bossy xD. On to the next! I assure you it is the last...for now.

C) Vehicles
  1) Ground Support
Obvious. Jeeps, tanks, Troop Transports. Cannons, perhaps? Stationary weapons I mean. AA Guns, Mortars, Anti-Tank guns, bla bla bla.

  2) Air Support
Ah, the bliss of the fancily polished fighter/bomber aircraft...you can almost smell the battle already....and see the holes in the plane from AA fire. good times.

Fighter Aircraft: Mustang, Hellcat, Spitfire, Zero, I am not familiar with German Aircraft, Sorry. The only one I know: ME109? Messcherschmit (Spelling?)

Bombers: Determined by mount points, perhaps? Bombradier, Pilot, Machinegunners (roosterpit, side, tail, whatever) include Torcreepe planes?

Those are my ideas. I hope you get along well with this project. I am eagerly anticipating the release. And I do hope I spelled correclty and used Grammar correclty. If not, dont post just to say "oMg u spoled it wrung. Haha u am dumb1!!!!111one11!" Now to put my mind to the task of, if this is modern warfare, new ideas.

=EDIT=
If you need WWII modeling help, check eBay (Not to order of course). They do make WWII Plastic Soldiers suprisingly. And maybe to fix the problems with picking up and handling weapons, a dip into FFC because of it's highly altered player shapes, with permission of course. Have fun! I cannot, however, employ myself because I suck at modeling and the biggest scripting I did was alter the CityRP baton into a gun to teach criminals who is boss. I completely forgot all this while I was typing because my brain was in a whrilwind of ideas.

=EDIT EDIT=
Addition of:
Shotgunner (Not-Special): Shotgun. American only, mayhaps? Grenades, sidearm.

Radioman (Special): Radio. (Press "Y" to talk through radio?) Call in Naval Bombardments (A.I.) and Bombing/Fighter planes (Players - Pilots) As the medic, can be all classes except other specials and Support Gunner.

when will it be relesed cause im like going to die!! Hand out like a little beta or one army man to test out PLZ!! you will get alot of :cookie: and  :iceCream: thx

It will be done when it's done, stop asking.

AGlass0fMilk said he would work on the script but he hasn't responded since. I'm trying to do it myself but thats going to take a while. I'll just post it here so that if anyone who views this topic can help release the beta.
(Also I figured out how to make the guys build and pick up weapons, but this guy won't build, it has other uses for the building sequences. Although I will make a class specially for building.)

So here's the script(There's 2 other of these that do thesame thing, just different weapons)

Code: [Select]
function serverCmdPrimary(%client)
{
%player = %client.player;
if(isObject(%player))
{
%player.updateArm(ArmyManM16Image);
%player.mountImage(ArmyManM16Image, 0);
}

}

1 I need that to work only if you're the armymansoldier player type.

And 2 I need it so that when you do activate that function again, the guy takes away the weapon. Right now he only takes it out and leaves it out.

Once I get those 2 pieces of code working, I can release the beta.

Before AGlass0fMilk said he would try and fix it he gave me a code for the soldier so that you can only take out the weapons if you're the armymansoldier class but it never worked. Here's the script:

Code: [Select]
function serverCmdPrimary(%client)
{
%player = %client.player;
if(isObject(%player) && %Player.getdatablock().getName() $= "armymansoldier")
{
%player.updateArm(ArmyManMP40Image);
%player.mountImage(ArmyManMP40Image, 0);
}

}

Anybody know whats wrong with it?
« Last Edit: June 18, 2009, 12:08:07 PM by DarkStar »

I am awaiting the release of this epic win scenerio.

MUST KEEP THIS ALIVE!
BUUUUUUUUUUUMP

I'm sorry, I have been busy with other things and my life to work on that code. I can't but I'll try to help you by pointing out some things. I'm going to check it out in game right now.

I found the reason the check to see if it's an army man soldier using it doesn't work. It checks to see if the datablocks name is "armymansoldier" when the real datablock name is "armymansoldierArmor" so you need to change that:
Code: [Select]
if(isObject(%player) && %player.getDatablock().getName() $= "armymansoldier")
to
Code: [Select]
if(isObject(%player) && %player.getDatablock().getName() $= "armymansoldierArmor")
Also, for the army man, you might want to add a strafe animation. Right now if you go sideways, he just moves that way, but doesn't like side step.

I'll work on the toggle code in a sec. You might want to add a different way of getting out your weapon. Maybe a keybind that you could add. Maybe "p" or let them map it themselves.

I can't get the toggle to work yet. I'll prolly work on that later. For now, you can just take out weapons and such to put stuff away. It's not that big of a deal. I gave you the datablock check.
« Last Edit: June 26, 2009, 09:46:34 AM by AGlass0fMilk »

I can't do the strafe animation because in bl it plays thesame animation if you go left or right. So if I animate him running left, its going to look weird if he runs right.

And I have made keybinds.

Also its not showing up in the list anymore after i put the code in, did i do something wrong?

Code: [Select]
function serverCmdP(%client)
{
%player = %client.player;
if(isObject(%player) && %Player.getdatablock().getName() $= "armymansoldierArmor");
{
%player.updateArm(ArmyManM16Image);
%player.mountImage(ArmyManM16Image, 0);

}

}

How about we have the primary/secondary key bind script be a separate mod. So that way other modes could use it too, (if that's possible) I actually need it for my bug mod.

there's a seperate client.cs file in the zip that does the keybinds. If you want i can send you it


i hope this coms out soon so i can make a cod waw mini  :cookie:x9999999999999999999999999999 99999999999999999 (THANK YOU SO MUCH) and a  :iceCream: for you

i hope this coms out soon so i can make a cod waw mini  :cookie:x9999999999999999999999999999 99999999999999999 (THANK YOU SO MUCH) and a  :iceCream: for you

That folks is what you DON'T do

That folks is what you DON'T do
Bumping, That folks is what you DON'T do