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kkkonge

Invisible unit

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Working with FP for some time now, I've often found that I needed some sort of a dummy guy. Especially when working with vehicles I've come across several problems:

1) You can't pre-determine what seat a given character will occupy,

3) lights cannot be left on in empty vehicles,

3) and the bug where you exit a vehicle, but then find that you cannot re-enter (only if you are not the squad leader).

The latter can be solved, but I just thought that having a totally invisible unit (physically invisible, non-intelligent, can't get shot, does not show up on squad listings etc.) would be quite usefull.

This way one can, say 'fill up' a chopper/car with invisible guys in order to ensure that the player is seated across another vital character/on the backseat - or cars could be left with their engines running - or the exit-enter bug could be worked around - or you could use it as a pinpoint dummy (inv. helipads are a bad idea with choppers in the air) - or...

Maybe this is just a lame idea. Maybe not. But I think it would be interesting to see someone do it.

Oh, what the heck, let's be honest: I need the sh*t...  confused.gif

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Maybe just adding one action to the 'back' one:

Get In Ural sit in back

Get In Ural sit in front

I often wanted to sit as a co-pilot in the blackhawk only to realize that by boarding in back places me in the rear cabin and I have to fill all those seats up as the copilot seat will only be boarded last.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kkkonge @ Nov. 19 2002,15:40)</td></tr><tr><td id="QUOTE">Working with FP for some time now, I've often found that I needed some sort of a dummy guy. Especially when working with vehicles I've come across several problems:

1) You can't pre-determine what seat a given character will occupy,

3) lights cannot be left on in empty vehicles,

3) and the bug where you exit a vehicle, but then find that you cannot re-enter (only if you are not the squad leader).

The latter can be solved, but I just thought that having a totally invisible unit (physically invisible, non-intelligent, can't get shot, does not show up on squad listings etc.) would be quite usefull.

This way one can, say 'fill up' a chopper/car with invisible guys in order to ensure that the player is seated across another vital character/on the backseat - or cars could be left with their engines running - or the exit-enter bug could be worked around - or you could use it as a pinpoint dummy (inv. helipads are a bad idea with choppers in the air) - or...

Maybe this is just a lame idea. Maybe not. But I think it would be interesting to see someone do it.

Oh, what the heck, let's be honest: I need the sh*t...  confused.gif<span id='postcolor'>

Use a gamelogic.

Prospero

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Use a game logic, you say?

It actually works (gee, and I never knew...), but: Come to think about it, I actually got the idea of an invisible unit quite some time ago. I was designing a mission, where the player's squad would join with another group, outgunned and desperately trying to hold a certain hill.

For this mission to work - to create the right sense of chaotic battle in the air - I wanted the soldiers to fire at each other without actually hitting. That is impossible with OFP, though you can use the 'fire' command. This makes any gunner fire more or less upward, and it looks quite weird.

A workaround is to create an empty unit, say a civilian car. Via 'Dofire' the soldiers readily shoot the unit to pieces, but this behaviour only applies to empty cars, tanks planes etc. and not to easy-to-hide objects like helipads, mines and so on.

Furthermore, one cannot make the machine gunners fire salvos, only a series of single shots.

And that's how the idea of the invisible unit came up. Place him at a distance from your soldiers, make them shoot at him, move him away, wait a while and then move him back again...

For the time being I've decided to put that mission on hold.

One may argue that an invisible unit does not have a lot of uses, but I find that in some cases, it would be quite obvious to use such an item. I imagine the coding may either be quite difficult or very easy to do. Maybe someone would like to give it a go?

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i also want a invisible one.. and the idea is great.. so stop posting "hey we don't need that" course some of us do. better let the space be open for those with ideas on how to make it..

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I spose you could just apply transparent textures to a standard soldier / weapons. Long way round, though.

You might try creating a modified and very simple transparently textured target object (if you need res LODs) with sufficient cost/type attributes such that AI soldiers will target/shoot it (this is more or less how the laser designator spot works). You could then move this around at will with setVelocity. A far more flexible solution.

That's how I'd try it, anyway.

Prospero

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GranQ @ Nov. 22 2002,16:03)</td></tr><tr><td id="QUOTE">i also want a invisible one.. and the idea is great.. so stop posting "hey we don't need that" course some of us do. better let the space be open for those with ideas on how to make it..<span id='postcolor'>

And I never said anything of the sort.

Prospero

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Nov. 22 2002,17:13)</td></tr><tr><td id="QUOTE">wow.gif3--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GranQ @ Nov. 22 2002,16wow.gif3)</td></tr><tr><td id="QUOTE">i also want a invisible one.. and the idea is great.. so stop posting "hey we don't need that" course some of us do. better let the space be open for those with ideas on how to make it..<span id='postcolor'>

And I never said anything of the sort.

Prospero<span id='postcolor'>

i am sorry if you took it that way.. it was more that i feelt the topic went from "HOW" to do it into a topic about "WHY" do it.. no hard feelings..

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