RPG-7 Units (05/27/06)

  • Thread starter Thread starter Rabbit, White
  • Start date Start date
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Rabbit, White

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RomanFire asked for RPG-7 and I know that people like modern weapons (as seen by the popularity of smitty's thread), so here it is. I also went a step further and equiped two units with it, SAM Infantry and regular Infatry. The zip contains both units and the stand-alone RPG-7.

rpgpic13pv.jpg
rpgpic24jr.jpg


Download

Both units are animated using the standards SAM Infantry animations but there's a small thing to note here. For the SAM RPG I have changed the animations (by simple renaming) such that it uses the RPG for attacking land units and the submachine gun for attacking air units (more appropriate since the RPG is for attacking tanks of course), i.e. in reverse of regular sam animations, in which it uses the rocket launcher for air units and gun for land units. The RPG carrying (regular) Infantry uses the default sam animations. Here are some shots to demonsrate, in the first the units are defending against land units (yeah, those axeman have no idea what hit them :D), in the second against air units, note the different attacks.



So, for the infnatry RPG you need to point to the default sam infantry animation file, but for the SAM RPG you need to point to the animation file found in the same folder as the unit.
If you wish to use the modified animations for the infantry RPG unit as well (i.e. so it attacks land units using the RPG and air units using submachine gun), all you need to do is copy the animation files from SAM RPG folder to the infantry RPG folder and reference those in the art definition for SAM RPG. (It all sounds much more confusing than it really is ;))

Unfortunately there's no way to make it so that the units use the RPG against tanks but gun against anything else.

Finally, here is a piece of trivia that might interest some of you. While "Rocket Propelled Grenade" is certainly a fitting interpretation of the RPG acronym. In fact, in the original Russian, RPG stands for Handheld Anti-tank Grenade launcher, which would of course mean that the proper english acronym for it should be HAG. :D :lol:

Enjoy :thumbsup:
 

Attachments

Actually it could work that they use their RPG against tanks.

As far as i remember Tanks use ranges animations (<bActAsRanged>1). Infantry and so forth use Melee Animations. The RPG used the Ranged animation, the Uzi the melee animation.

As units use only the ranged animations when fighting against other ranged units (or when they only have ranged as the tank/or when using first strikes and beeing Ranged) they should use the RPG against tanks if you switch the RPG unit to bActAsRanged=1.
 
Chalid said:
Actually it could work that they use their RPG against tanks.

As far as i remember Tanks use ranges animations (<bActAsRanged>1). Infantry and so forth use Melee Animations. The RPG used the Ranged animation, the Uzi the melee animation.

As units use only the ranged animations when fighting against other ranged units (or when they only have ranged as the tank/or when using first strikes and beeing Ranged) they should use the RPG against tanks if you switch the RPG unit to bActAsRanged=1.
Both Infantry and SAM Infantry are already set to bActAsRanged=1. Also, the Uzi animation is called ranged stike, while the rocket launcher is the air strike, so I don't think that's gonna work.
 
Looks Really Really Cool. And the RPG by itself can be used later for Vietnamise, Russian, Guerrilla etc... Thanks Rabbit: goodjob:
 
this will go great with smittys Humvee, just need a challenger 2 tank to go with the group :)

EDIT
I have a problem with the sam RPG
the sam has nothing in the box at the bottom middle of the screen (no orders).


can you tell me whats up with the unit? I've never had a problem with any of your units before
screenshot of the sam with no orders menu :confused: also won't ping while i have your unit selected
 
theres a problem when using your .kfm file you gave with the sam unit when i get the .xml to point to it the sam unit loses its order buttons on the screen and the ingame ping while having the sam units selected (is just a red blob see screen shot above)but uses the RGP on everything but using the default the unit uses the gun but never the RGP can you fix it? if not let us know so i can get rid of the unit (a whole day of playing with files is more than enough) lol
 
I really don't know why you're having this problem. I double checked everything and it's working fine for me. :confused:

Here are my art definitions for both units, maybe this will help:
Code:
<UnitArtInfo>
	<Type>ART_DEF_UNIT_SAM_RPG</Type>
	<fScale>0.44</fScale>
	<fInterfaceScale>1.0</fInterfaceScale>
	<NIF>Art/Units/SAM_RPG/SAMInfantry.nif</NIF>
	<KFM>Art/Units/SAM_RPG/SAMInfantry.kfm</KFM>
	<SHADERNIF>Art/Units/SAM_RPG/SAMInfantry_FX.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>1.0</fShadowScale>
	</ShadowDef>
	<fBattleDistance>0.35</fBattleDistance>
	<fRangedDeathTime>0.05</fRangedDeathTime>
	<bActAsRanged>1</bActAsRanged>
	<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
	<AudioRunSounds>
		<AudioRunTypeLoop/>
		<AudioRunTypeEnd/>
	</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
	<Type>ART_DEF_UNIT_RPG_INFANTRY</Type>
	<fScale>0.44</fScale>
	<fInterfaceScale>1.0</fInterfaceScale>
	<NIF>Art/Units/Infantry_RPG/RPGInfantry.nif</NIF>
	<KFM>Art/Units/SAMInfantry/SAMInfantry.kfm</KFM>
	<SHADERNIF>Art/Units/Infantry_RPG/RPGInfantry_FX.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>0.9</fShadowScale>
	</ShadowDef>
	<fBattleDistance>0.35</fBattleDistance>
	<fRangedDeathTime>0.05</fRangedDeathTime>
	<bActAsRanged>1</bActAsRanged>
	<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
	<AudioRunSounds>
		<AudioRunTypeLoop/>
		<AudioRunTypeEnd/>
	</AudioRunSounds>
</UnitArtInfo>

Double check that you have all the files, the sam rpg should have 28 files in total.

Let me know how it works out.

P.S. Is anyone else having similar problems with these units?
 
fixed Thanks. the download was naff i just downloaded again and replaced the old files with the new so it wasn't the .kfm (well was but not your work) thanks RW now i can get back to trying to do this code for a cruise missile thats gunna take half my life to do :(

PS there was another he started a thread somewhere but he knows too now
 
I really don't know why you're having this problem. I double checked everything and it's working fine for me. :confused:

Here are my art definitions for both units, maybe this will help:
Code:
<UnitArtInfo>
	<Type>ART_DEF_UNIT_SAM_RPG</Type>
	<fScale>0.44</fScale>
	<fInterfaceScale>1.0</fInterfaceScale>
	<NIF>Art/Units/SAM_RPG/SAMInfantry.nif</NIF>
	<KFM>Art/Units/SAM_RPG/SAMInfantry.kfm</KFM>
	<SHADERNIF>Art/Units/SAM_RPG/SAMInfantry_FX.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>1.0</fShadowScale>
	</ShadowDef>
	<fBattleDistance>0.35</fBattleDistance>
	<fRangedDeathTime>0.05</fRangedDeathTime>
	<bActAsRanged>1</bActAsRanged>
	<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
	<AudioRunSounds>
		<AudioRunTypeLoop/>
		<AudioRunTypeEnd/>
	</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
	<Type>ART_DEF_UNIT_RPG_INFANTRY</Type>
	<fScale>0.44</fScale>
	<fInterfaceScale>1.0</fInterfaceScale>
	<NIF>Art/Units/Infantry_RPG/RPGInfantry.nif</NIF>
	<KFM>Art/Units/SAMInfantry/SAMInfantry.kfm</KFM>
	<SHADERNIF>Art/Units/Infantry_RPG/RPGInfantry_FX.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>0.9</fShadowScale>
	</ShadowDef>
	<fBattleDistance>0.35</fBattleDistance>
	<fRangedDeathTime>0.05</fRangedDeathTime>
	<bActAsRanged>1</bActAsRanged>
	<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
	<AudioRunSounds>
		<AudioRunTypeLoop/>
		<AudioRunTypeEnd/>
	</AudioRunSounds>
</UnitArtInfo>

Double check that you have all the files, the sam rpg should have 28 files in total.

Let me know how it works out.

P.S. Is anyone else having similar problems with these units?

Do you have the complete XML coding that makes those units work? Also, could you show me how to put it into your ED 2.8 mod?
 
Hey yo, could someone help me here? I still need help putting this in the game...
 
I tried to put this in on my own, and I'm still stuck. SOMEBODY PLEASE HELP! I need to know:

1) What I should put in unit infos.

2) What I should put in unit art defines so that it looks like a regular infantry but shoots ground stuff with its rocket launcher.
 
@Bahmo: What problems are you encountering exactly?

For unit infos you should just copy the entry for SAM infantry, modify its stats as you like and point its art tag to the art definition for one of the RPG units (infantry rpg in your case I guess). Don't forget to change its type when you copy the unit definition so you don't have two units of the same type. You could also change the class but then you'd need to add an entry to the UnitClassInfo file.

In order to have the intrantry RPG shoot ground units with the rocket you need to copy the KFM and all the KF files from the sam_rpg folder to the infantry_rpg folder and then in the art definition for infantry rpg call up the kfm file in the same folder (just like it's currently done for sam_rpg).

Hope this helps.

Cheers
WR

There's a great tutorial that covers the basics of adding units by sovarn.
 
@Bahmo: What problems are you encountering exactly?

For unit infos you should just copy the entry for SAM infantry, modify its stats as you like and point its art tag to the art definition for one of the RPG units (infantry rpg in your case I guess). Don't forget to change its type when you copy the unit definition so you don't have two units of the same type. You could also change the class but then you'd need to add an entry to the UnitClassInfo file.

In order to have the intrantry RPG shoot ground units with the rocket you need to copy the KFM and all the KF files from the sam_rpg folder to the infantry_rpg folder and then in the art definition for infantry rpg call up the kfm file in the same folder (just like it's currently done for sam_rpg).

Hope this helps.

Cheers
WR

There's a great tutorial that covers the basics of adding units by sovarn.

A'ight, I got the unit in the game to the point that it shows up in the Pedia (Albeit as a blank entry with the same name as the SAM Infantry), but I am unable to build it in the city tab. I believe this is because it doesn't have a unique name. If so, where do I change this? If not, what else could be wrong?
 
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