武装突袭3

武装突袭3

TT Scripted Movement Functions
24 条留言
TT  [作者] 10 月 13 日 上午 11:53 
@VIKINGbeast557

That shouldn’t be the case. Please record a video for me so I can reproduce the issue.
VIKINGbeast557 10 月 5 日 下午 9:03 
Loving the mod. The only issue im having right now is getting the vehicles to do anything again after the recording ends. i tried copying the enable ai scripts as you posted and running it on a trigger, and in the debug, and right in the unit init. no combination of enabling ai and pathing allows them to move once the recording is finished. thanks for any help!
TT  [作者] 10 月 2 日 上午 12:37 
@@Ivan Dupilon / Sèche Chevaux

However, if there is a large amount of recorded data, I recommend placing it into an SQF file and then using execVM within the trigger to execute that file.
TT  [作者] 10 月 2 日 上午 12:35 
@Ivan Dupilon / Sèche Chevaux

By definition, a trigger continuously loops to check whether the specified condition has been met. If so, it executes the designated code. You only need to place the recorded data in the code section that the trigger will execute.
Ivan Dupilon / Sèche Chevaux 10 月 1 日 下午 1:27 
great mode TT
how to use it with triggers ? like if i run most of the eden editor scenario with basic waypoints how to use this mode without using the debug console but using it with triggers ?
Hoss 9 月 4 日 下午 9:13 
I'm not sure if maybe I missed something in your video or the instructions but I'm having an issue.

When I put a unit in a record the actions and I do something like a full auto mag dump, the unit when I play it back doesn't do it. Is there something I missed? I want to use this mod for cinematic/machinima stuff and it would make life much easier. It's really awesome btw!
TT  [作者] 8 月 25 日 上午 11:28 
@Barkas47

I don't understand what you mean. Please explain the error you ran into in more detail.
Barkas47 8 月 20 日 上午 2:48 
@TT

oh it's super that the tanks and other vehicles will move their turrets and cannons, and the soldiers will continue to do so, but the cutscene will not be large enough. However, when you copy and paste into a text document, something happens, and when you paste everything that was copied, an error occurs, and you have to delete everything and start over. Even restarting the game does not solve the problem.
TT  [作者] 7 月 30 日 上午 6:02 
@Barkas47

In the latest version, it's now possible to record turret rotation animations for vehicles with turrets, including the elevation and depression of the gun barrel. However, the pitch (up and down) movement of a soldier's weapon still cannot be recorded.
TT  [作者] 7 月 29 日 上午 6:28 
@Barkas47

Actions like opening doors or getting into vehicles also can't be recorded.
You can only play an animation where the character runs to the door or the vehicle, and then use scripting to make them get in or open the door.
TT  [作者] 7 月 29 日 上午 6:24 
@Barkas47

That's right. Currently, only displacement and animations can be recorded — the pitch and elevation movements of units cannot be captured.

My solution to this type of problem is based on the fact that during animation playback, the turret is controlled by AI. So, you can have the gunner use functions like targetAt to aim at the target and fire.

For infantry, you'll need to split the animation into three parts:
1. Animation 1
2. aim at the target using targetAt
3. Animation 2
Barkas47 7 月 29 日 上午 2:20 
I made a scenario where a tank shoots at a tower on a hill, but when I watch it, the tank doesn't raise its barrel, even though I aimed it the same way when I was filming the soldiers shooting into the sky. When I watch the NPC, it just shoots straight up, as if the recording doesn't follow the movement of the weapon.
Barkas47 7 月 28 日 上午 10:32 
the mod is great, and of course, while it's fresh, there are issues with the ace3 mod when I want to create a scene where the character puts their weapon behind their back. I also want to create scenes where the character gets into a vehicle and exits.
TT  [作者] 7 月 13 日 上午 5:40 
@All

v1.2 of this mod is now live—please check it out!
I want to reiterate: since the features implemented by this mod are highly experimental, please be sure to report any issues you encounter in the comments section—otherwise, I won’t know they exist.
Zloi 7 月 12 日 下午 2:16 
TT Thank you so much for a job well done!
TT  [作者] 7 月 12 日 下午 1:11 
@Zloi

The issue has been fixed, and the new version also introduces new features (see the mod description page for details).
Zloi 7 月 11 日 下午 11:30 
TT , Hi! Thanks for the good mod. Is it possible to make the wheels of technology turn when it is controlled by bots? Now the wheels turn only if there is a player in the vehicle.
aleshaliyan 7 月 3 日 下午 2:00 
国人么?
MikuTovarish 7 月 2 日 上午 4:09 
nice AI written Description, I bet the Code is written by AI too.
NickST6 7 月 2 日 上午 3:26 
Where has this mod been my whole life, thank you so much
little andy 6 月 30 日 下午 11:45 
@TT
oh that's an insanely nice upgrade
thank you for this mod
TT  [作者] 6 月 30 日 上午 8:38 
@little andy

Please download the updated version. And even the first type of function is different from unitCapture — for example, data captured by unitCapture cannot make vehicle wheels or tracks move, but this mod can.
little andy 6 月 30 日 上午 3:45 
the first im guessing is just a more up-to-date unitCapture script,
but I really like the second feature, that'll save a butt load of time instead of recording each soldier individually. awesome work!!
onestar 6 月 30 日 上午 3:12 
Looks interesting!