March 28 2024 15:34:55
Navigation
· Home
· Articles
· Downloads
· FAQ
· Discussion Forum
· Web Links
· News Categories
· Contact Me
· Photo Gallery
· Search
· Gameservers
Languages
Users Online
· Guests Online: 4

· Members Online: 0

· Total Members: 1,127
· Newest Member: Highl@nder
Teamspeak 3
Last Seen Users
· desintegrator01:22:55
· Intruder14:46:42
· Highl@nder19:31:57
· Silent Bob23:59:55
· Jerry 2 days
· gus 2 days
· forrest747 3 days
· WEZ 3 days
· Sully 4 days
· doomed 1 week
· Terminator 1 week
· The ACE 1 week
· GONZO 2 weeks
· VictorMyson 3 weeks
· Don Turtuma 4 weeks

View Thread: Mexico hats
Vietcong.Info » Vietcong General Discussion » Vietcong Tech Talk
Who is here? 1 Guest
Current Rating: (Total: 0 ratings)  
 Print Thread
Mexico hats
GONZO
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:

[204.27 kB]

  x 1
 
Silent Bob
I think that file may be usefull you.
Silent Bob attached the following file:
equipments.rar [1.7 MB, 600 Downloads]
  x 1
 
www.vietcong.info
GONZO
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
  x 1  x 1  x 1  x 1
 
420Ninjutsu
wow ! VC with mexico hat !? how ?
 
GONZO
When I edit scripts to final form, will publish it with instructions. VC
GONZO attached the following image:

[46.51 kB]

  x 1
 
GONZO
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
 
Jump to Forum:
Similar Threads
Thread Forum Replies Last Post
MEXICO SCRIPTS PROBLEM Vietcong Tech Talk 5 19-02-2016 09:58
Login
Username

Password



Not a member yet?
Click here to register.

Forgotten your password?
Request a new one here.
Render time: 0.46 seconds - 70 Queries 4,881,157 unique visits