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Troopers for Britain, Germany and USA countries.
Troopers walk, aim, fire, and (sorry for them) die.
Patched by Charlie Simpson: now they engage all enemies.
Installation
Copy the troopers files in the following CFS3 folders:
- a_trooper, b_trooper, g_trooper folders -> Vehicles;
- FireArms_gun.xdp -> Guns;
- FireArms_round.xdp -> Weapons/FireArms_round;
- TrooperTest.xml, TrooperStress.xml -> Missions/Training;
- ItalyTourWht.xml -> Weather/Missions.
The zip file include the correct paths.
IF you have version 1.1 overwrite the files and delete
the .bdp, CFS3 will generate them again.
The troopers use the default fx_dustcloud_s effect. I think
that the default effect is too much for troopers, so the
N_effects_v1.13 file contains a custom dust cloud for
the troopers. If you want you can use my effect file and
change the line in all three troopers .xdp's:
Effects/Effect/EffectName fx_dustcloud_s -> N_dust_troop
Note that the effects file doesn't contain all the GP mods.
A GP+TrooperEffects file will be available as usual
at
http://theghostfiles.org.
If you like to directly add the trooper dust effect to your
own effects file the two interesting lines are:
- N_dust_troop;
- fx_N_troopcloud.
I suggest to use a diff/merge tool like, for instance,
WinMerge (
http://winmerge.sourceforge.net) or CSDiff
(
http://www.ComponentSoftware.com/products/csdiff), that are
both free. Be careful, anyway.
Credits
The idea of troops is not by me. Nibbio implemented troopers
in CFS2 and recently Bill Emslie (Billsponge) had used
the stock infantry character to give us marching soldiers.
I also used the Bill .xdp as a starting point for my version.
Charlie Simpson patched the .xdp's and provided custom
gun and weapon to have troopers that now engage all types
of enemies.
Implementation
This implementation of troopers realizes them as vehicles,
each soldier is armed with a rifle that use a 303 bullet.
Soldiers fire aiming their rifle and die when they are hit.
Tread tags are used to have a minimal animation of legs
when soldiers walk.
Current limitations are the quite rough 3D model and the
poor animation (it seems that only four frames are supported
by the tread animation and, as far as I know, there is no
way to control the timing of the tread frames).
Both my model and animation are far away from the high
detailed model and the smooth "keyframe animation" used by
the stock character. But this is a flight sim and I think
that, for the moment, they are acceptable when seen from the
cockpit of an aircraft running at 200 mph
As usual, when grouped in a moving formation, if one of
the troopers die, all the others stop. This was already
strange for a vehicle column, but is totally unrealistic for
troopers. Note also that narrow formations raise the
probability of soldiers shot by friendly fire.
The missions
They are just tests. In the first one you start with a P51D.
It's possible, with a bit of luck, to take off on the grass,
but the mission is intended as a ground support, change your
assignment to one of the available playable vehicles (for
instance the Sherman tweaked by Billsponge) and follow your
small squad. At the end of the short walk troopers are head
to head: it seems to me that your troops don't fire at the
enemy, while the enemy ones fire at you, often hitting your
troopers "by error".
The second one is a stress test. There are lot of guys there
and FPS are still good (on my system). It is also a good test
for the friendly fire bug: try to head on them flying very
low (and not firing), you will face a heavy fire, but if
you survive you will note that few of the front line guys
were shot by their friends behind them.
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This is freeware; you can copy, modify and distribute it
as freeware. Credits to the original author is welcome.
No warranty of any kind is expressed or implied.
I will accept no responsibility if something goes horribly
and irrevocably wrong.
Comments and suggestions are always welcome.
Troopers for CFS3
v 1.1 - 2003.03.27
Copyright (c) 2003 Giovanni "Nanni" A. Cignoni
gcignoni@tiscali.it
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Talks about it but no refrence were to put it.