RanGer_SLO said:There's no new rifle animation in the new patch.
I also haven't touched any of the horse animations. But I'll look into it.
EDIT: Working fine now with the new animations I'm using.
87th_Foot_Fus_Hall said:Thank you Ranger Your work and that of Docm, and any others who help him with this endeavor, is most appreciated and should be commended.
87th_Foot_Fus_Hall said:Thank you Ranger Your work and that of Docm, and any others who help him with this endeavor, is most appreciated and should be commended.
RanGer_SLO said:Eh, I do it for the challenge. If this wasn't challenging for me I'd probably get bored half way through and continue with it 6 months later
Anyway, thanks for the praise guys.
jacobhinds said:It's possible and quite easy to implement, but getting the AI to use it realistically is a pain in the butt.
RanGer_SLO said:I know a simple way of doing it, probably anyone can do it with an item editor. Problem is, like jacobhinds said, the AI doesn't know how to use it.
jacobhinds said:That's what i tried to implement it with, but there are way too many things to take into consideration. Is the unit under fire? Is it under melee attack, where some of the walking soldiers need to run in order to fight off enemies? Are they being hit by cavalry? Should they be chasing routers? Is the enemy behind a hill? is the player using mount/dismount commands?
It's a lot to keep track of (even more so because the player and AI are using different scripts), and it's all got to be coded from scratch. Motomataru's AI formations mod is good (very good), but it's not designed to be used with cruel and unusual scripts like getting soldiers to walk in certain situations. I believe L'Aigle uses a pared down version of this formation AI mod, but even so it'd require a lot of scripting that would still allow the player to quite easily exploit the AI.