jonaz.dk 0 Posted May 12, 2002 hehe... t0 the pe0ple bitchinh ab0ut my 0's YES MY KEYB0ARD IS BR0kEN!! I'm n0t trying t0 g0 l33t CS style 0r anything.. I d0nt even play c0unterstrike.. jeez.. g0tte fix it s00n.. Share this post Link to post Share on other sites
jonaz.dk 0 Posted May 12, 2002 ok... now its' fixed... replaced it with a huge Zenith type, old keyboard.. with some kind of internal speaker that makes "fake" clicking sounds.. and that also happens drive my crazy.. (and it smells a little too.. dusty and old) ahh.... gotta get a new one soon.. i hope.. Share this post Link to post Share on other sites
STS_SolidSnake 0 Posted May 12, 2002 Hehe, get the L0gitech keyb0ards they are the best s0 far, 1337 Talk , Share this post Link to post Share on other sites
STS_SolidSnake 0 Posted May 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sid @ May 12 2002,04:01)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ May 11 2002,23:37)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RedStorm @ May 11 2002,23)</td></tr><tr><td id="QUOTE">It's l337 d3wd CS talk <!--emo&<span id='postcolor'> Im a CS 1337 t0 <span id='postcolor'> Sorry for posting Off-topic, but my CS (Half-Life in generl) is broken. Whenever I try to go on multiplayer with a mod and join a server, The Half-Life Window goes small, so i can see the buttom and top side of my right desktop. Then, the Half-Life exe disspears from my start Bar. And myy MOUSE freezes. (and HL, too) And the only way to get out is to Ctrl+Alt+del and End Task on HL. Soryy fort he off topic post, but I wanna be a "l337 CS h@x0r d00d" toooooooo! Â <span id='postcolor'> first it isnt l33t 0r l337 its 1337 f0r Leet H@X0R d00d Share this post Link to post Share on other sites
Mr ThunderMakeR 0 Posted May 12, 2002 Actually its just stupid How do you plan to work the targeting for the artillery Evis? I hope you can make it as realistic as possible, but I doubt it with the way OFP works. Keep up the good work though, I cant wait for you to get O2. Share this post Link to post Share on other sites
Eviscerator 0 Posted May 12, 2002 thats the main problem, im going to have to think about it, at the minute the only way i can see it working is if the player is commander and there is something like an oh-58(or a spotter) overhead the battlezone spotting enemy, then you tell the ai gunner to attack, but im not sure whether that would work, and i dont think the ai on its own would attack, im going to have to thnk about it with a good .cpper though Share this post Link to post Share on other sites
dkraver 1 Posted May 12, 2002 For targetting wouldnt it be a idea to make something like when you do the "v" to look at iron sight. But on the arty thing you will get two gauges one saying compas direction in degress not in letters. And the other saying distance combined with angle, so as and example it would say angle 20 degress distance 5000meters and so on. That way you will still have to use the map for leading it and have to use more than one shot to get to your target. Share this post Link to post Share on other sites
Jester983 0 Posted May 12, 2002 Wow looks nice eviscerator. Keep it up. By the way have you heard about getting oxygen from BI? Share this post Link to post Share on other sites
Miles 0 Posted May 12, 2002 is it possible to make dynamic "iron sights" which tell you the degree your aiming and stuff like that? I dont think it is as there is no evidnce in game accept for zooming in. Share this post Link to post Share on other sites
Eviscerator 0 Posted May 12, 2002 they just have to edit my account here and then i think i get it Share this post Link to post Share on other sites
Eviscerator 0 Posted May 12, 2002 this is what i have so far, it works for ai at distances of 1.5km as youll see in the screenshot(you need to save the jpg and zoom in to see properly): // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class M198 { units[] = {M198}; weapons[] = {}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default{}; class Grenade: Default{}; class M198shell: Grenade { hit=500;indirectHit=300;indirectHitRange=50; minRange=500;minRangeProbab=0.30; midRange=3000;midRangeProbab=0.55; maxRange=6000;maxRangeProbab=0.00; model=granat; cost=40; simulation=shotShell; simulationStep=0.01; //soundHit[]={Explosions\grenade_explosion,db20,1}; soundHit[]={\LaserGuided\expl2,db40,1}; soundFly[]={objects\noise,db-90,1}; soundEngine[]={,db-80,4}; visibleFire=2; // how much is visible when this weapon is fired audibleFire=0.1; visibleFireTime=0; // how long is it visible }; }; class CfgWeapons { class Default{}; class GrenadeLauncher: Default{}; class M198: GrenadeLauncher { ammo = M198shell; displayName = "M198 Artillery Round"; displayNameMagazine = "M198 Artillery Round"; shortNameMagazine = "M198 Artillery Round"; count=30; //reloadTime=2.0; initSpeed=500; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank{}; class M113:APC{}; class M198: M113 { hideProxyInCombat=0; hasDriver=0; hasGunner=1; hasCommander=0; castGunnerShadow=1; crew="SoldierGCrew"; CanSeeRadar=1; side=1; unitInfoType="UnitInfoSoldier"; hideUnitInfo=1; irScanRange=2000; maxSpeed=1; fuelCapacity=0; transportSolider=0; gunnerAction="ManActM2Gunner"; gunnerInAction="ManActM2Gunner"; gunnerCanSee="2+8"; commanderCanSee="2+8"; extCameraPosition[]={0,0.800000,-5}; cost=10000; getInAction="ManActGetInCar"; getOutAction="ManActGetOutCar"; class Turret { gunAxis="osa hlavne"; turretAxis="osaveze"; soundServo[]={}; gunBeg="Usti hlavne"; gunEnd="Konec hlavne"; minElev=-5; maxElev=25; minTurn=-25; maxTurn=25; body="OtocVez"; gun="otoc hlaven"; }; armor=30; armorStructural=10.000000; type=0; model="\M198\M198.p3d"; weapons[]={"M198"}; magazines[]={"M198"}; icon="\M198\Cannon.paa"; picture="idelo.paa"; displayName="M198"; nameSound="mgun"; transportSoldier=0; transportAmmo=0; accuracy=0.700000; typicalCargo[]={}; }; }; class CfgNonAIVehicles { }; **************** Share this post Link to post Share on other sites
Jester983 0 Posted May 12, 2002 Awesome. Did they all hit their targets? Share this post Link to post Share on other sites
Eviscerator 0 Posted May 12, 2002 yeah but it was direct los so im working on getting them over hills atm Share this post Link to post Share on other sites
Mr ThunderMakeR 0 Posted May 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ May 12 2002,20:05)</td></tr><tr><td id="QUOTE">For targetting wouldnt it be a idea to make something like when you do the "v" to look at iron sight. But on the arty thing you will get two gauges one saying compas direction in degress not in letters. And the other saying distance combined with angle, so as and example it would say angle 20 degress distance 5000meters and so on. That way you will still have to use the map for leading it and have to use more than one shot to get to your target.<span id='postcolor'> I like this idea, if it could be implemented. If not, the next best thing would be using a forward observer of some sort. Share this post Link to post Share on other sites
slowyconection 0 Posted May 12, 2002 im pretty late 2 aal this but hek... this arty 1 would be realy cool u can hit everythin in (filll this space, i dunno) WoW! awe3some keep the project goin Share this post Link to post Share on other sites
Airdude2 0 Posted May 13, 2002 EVIS, i tried my initial tests on firing artillery as a grenade. my cnclution is that it is pretty bloody hard to get it working well. i can make it lob ok, but then the A.I won't use it, i can make it like youres but the ai only seems to target something with LINE OF SIGHT. i've tried everything to make it lob properly, from increasing air resistance, to increasing simulating a missile and giving it extremely low thrust time and extremely high thrust. for some reason i cannot seem to make the shells delay enough of lob enough. any expert cpp coders out there??? Share this post Link to post Share on other sites
Airdude2 0 Posted May 13, 2002 ok i got artillery the best i can without oxegen and i'm not sure if that will make it any better. the big problem seems to be the ballistics. the computer will only attack units wit a line of sight, and there seems to be little advantage to anything more than a slight increase in angle, the target would need to be miles away. i do have the shell falling and you can see it and hear the whistle just before you die. i've given it a slight disruption to account for chaos theory when the shell is fired. i think thats where i'll leave it, until oxegen is fully released. then i might finnish it and maybe see if i can get some wille pete's (white phosphorus (luminescent simulations don't seem to be very compatible)) happenin. Share this post Link to post Share on other sites