Prospero 1 Posted October 14, 2002 Hi - a quick note regarding the v1.85 patch. setVelocity takes a vector! i.e: myplane setVelocity [10, 20, 30] Now carrier takeoffs and landings are possible;) As is throwing things, as is jumping! Hell, loads... Also, for example: _myvector = getVelocity myplane Edit: Awwwwwww it doesn't appear to work on men... I guess jumping's out then:( Prospero Share this post Link to post Share on other sites
Julemanden 0 Posted October 14, 2002 It only works on vehicles. This includes: Cars, tanks, boats and Air. Men and objects doesnt work. Share this post Link to post Share on other sites
bn880 5 Posted October 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Julemanden @ Oct. 14 2002,13:53)</td></tr><tr><td id="QUOTE">Men and objects doesnt work.<span id='postcolor'> Crap... That would be nicer if it did. Still, extremely good feature. Share this post Link to post Share on other sites
walker 0 Posted October 14, 2002 Nice I can add this to script for my new wetsuit and have it submerge and rise much more easily. Wonder if I can internalise the script and use the on-event config handlers. How to get the ai to use it though? Uhm get it through beta without then work on this for the next version. Thanks BIS Regards Walker Share this post Link to post Share on other sites
RED 0 Posted October 14, 2002 Good stuff I will have some fun later with this. Thanks BIS. RED Share this post Link to post Share on other sites
Julemanden 0 Posted October 14, 2002 I made a NightRider Script Share this post Link to post Share on other sites
Prospero 1 Posted October 14, 2002 setVelocity doesn't work on triggers or gamelogics either. That is a bit of a missed opportunity for scripters:( Prospero Share this post Link to post Share on other sites
kegetys 2 Posted October 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 14 2002,21:39)</td></tr><tr><td id="QUOTE">setVelocity doesn't work on triggers or gamelogics either. That is a bit of a missed opportunity for scripters:(<span id='postcolor'> Umh... why would you want to set velocities for triggers and gamelogics? Share this post Link to post Share on other sites
Prospero 1 Posted October 14, 2002 Kegetys, is your imagination that limited? I may have been premature about getVelocity... anyone certain it returns a three element array? Prospero Share this post Link to post Share on other sites
kegetys 2 Posted October 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 14 2002,21:51)</td></tr><tr><td id="QUOTE">Kegetys, is your imagination that limited?<span id='postcolor'> Well, I really cant think of any use for moving game logics, though moving triggers around could be needed but makes more sense with setpos than with setvelocity. Share this post Link to post Share on other sites
Prospero 1 Posted October 14, 2002 Hmmm bug... Scenario: 1) Desert Island. Placed empty helicopter (AH-1) on map next to player (soldier). 2) Preview mission. 3) Execute a setVelocity (I did this through addAction) on the helicopter (like, myheli setVelocity[0, 0, 5]) - i.e. to make it hop into the air. This works fine. 4) Repeat quickly - yes, this works fine too. 5) Now, allow helicopter to settle fully on ground (give it 30 seconds to be sure). Execute the same setVelocity command. Helicopter does not move, but makes "air" sound in continuous loop. This seems to be when "speed myhelicopter" returns a value of 0 - i.e. when helicopter is fully settled. 6) Shoot helicopter and try again - it now works again, if you catch it before it settles completely. Conclusion: Definitely related to speed, as measured by the game, falling to zero. I have noticed before that objects become "inactive" when speed falls to zero. Not good. Prospero Edit: For what it is worth, objects seem not to go "inactive" if Z > 0 - i.e. if they have some height. Share this post Link to post Share on other sites
Spitfire 0 Posted October 14, 2002 _myvector = getVelocity car1; Doesn't seem to return anything but an error message! It thinks that getVelocity is a name to a variable. edit: ahh, the correct syntax is _myvector = Velocity car1; Share this post Link to post Share on other sites
Spitfire 0 Posted October 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 14 2002,21:56)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 14 2002,21:51)</td></tr><tr><td id="QUOTE">Kegetys, is your imagination that limited?<span id='postcolor'> Well, I really cant think of any use for moving game logics, though moving triggers around could be needed but makes more sense with setpos than with setvelocity.<span id='postcolor'> If it was possible to assign velocity to a game logic, it would be possible to do the jumping script with getpos/setpos! Â Â Well, I think it's still possible via setpos but it requires a bit more scripting than I would be willing to do... Share this post Link to post Share on other sites
RED 0 Posted October 14, 2002 I think if you did add a jump function to the game it would be nearly unplayable, but I may be wrong. This would be good for UFO missions RED Share this post Link to post Share on other sites
Spitfire 0 Posted October 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 14 2002,23:36)</td></tr><tr><td id="QUOTE">This would be good for UFO missions <span id='postcolor'> Well, I just made a flying car. That's close enough "Is it a plane? ... Is it a bird? .... no... it is .... a Dodge Challenger!" Share this post Link to post Share on other sites
Prospero 1 Posted October 14, 2002 Oooops yes. Meo Cuplum;) It is velocity, not getvelocity. Well pointed out, Spitfire. Now it works;) Prospero Share this post Link to post Share on other sites
PitViper 0 Posted October 18, 2002 hmmm.. is it possible to simulate a tornado using this new functionality? Share this post Link to post Share on other sites