Ćlçi®-Å�yon 0 Posted January 25, 2003 Hello everybody, I'd like to get the coordinates of the point where the bullet of my weapon or my tank hit ground. Is it possible to get this point? Please help me. With best regards Ćlçi®-Åyon Share this post Link to post Share on other sites
Spitfire 0 Posted January 25, 2003 Yes, by "grabbing" your bullet with nearestObject -command at the instant of firing and checking it's coordinates before its alive-status changed to negative, that is, when it ceased to exist. It's something like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bullet = nearestObject [player, "bullet"]; #loop _coords = getPos _bullet; ?!(alive _bullet) : goto "bulletDead"; goto "loop"; #bulletDead hint format ["The bullet ceased to exist at %1",_coords];<span id='postcolor'> That was all off the top of my head. I'm not sure if the object is "bullet". Remember that bullet doesn't fly longer than 3 secs in any case, so it may stop in the air. If this is the case, you will notice that the z-coordinate of the bullet is more than 0 when it "dies". edit: there could be a problem that the bulled dies between the last alive-status detection and the next getPos, in which case the coordinates will be [0,0,0]. Replace the line </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_coords = getPos _bullet;<span id='postcolor'> with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!((getPos _bullet) == [0,0,0]) : _coords = getPos _bullet;<span id='postcolor'> I don't really know if this will work, I haven't tested any of it, but this is the general idea to follow. Share this post Link to post Share on other sites
Ćlçi®-Å�yon 0 Posted January 25, 2003 Oh, great! Thanks a lot! I'll test it immedialty. If it don't work I'll let you know this. Greets Ćlçi®-Åyon Share this post Link to post Share on other sites
InqWiper 0 Posted January 25, 2003 add this to the initline of the player soldier: this addeventhandler ["Fired",{exec "fired.sqs"}] make the script look like this: _Bullet=nearestobject [vehicle player,"BulletSingleW"] #Loop ?alive _Bullet:_Bulletpos=getpos _Bullet;goto "Loop" hint format ["X=%1\nY=%2\nZ=%3", _Bulletpos select 0, _Bulletpos select 1, _Bulletpos select 2] exit this script will ofcourse not work on all weapons since the bulletnames are different for different weapons. Here is a list of bulletnames: BulletSniperW BulletSingleW BulletBurstW BulletSilencedSingleW BulletSilencedBurstW UZI Bullet7_6W G36a Steyr GlockS Beretta RevolverBullet GrenadeHand Grenade MortarShell AA CarlGustav LAW BulletSingleE BulletBurstE BulletFullAutoE Bullet7_6E BulletSniperE Bizon Tokarev Skorpion 9K32 AT4 BulletSingleG BulletBurstG BulletFullAutoG KozliceBall KozliceShell CZ75 HuntingRifle Bullet7_6 Heat73 Shell73 AT3 Cannon30AP Cannon30HE Bullet12_7 Heat120 Shell120 Cannon25HE Heat105 Shell105 Bullet4x23 Heat125 Shell125 Bullet4x20 Bullet30W Maverick Bullet30A10 LaserGuidedBomb Bullet30 HellfireApach Hellfire Zuni Rocket57 Bullet30E AT6 BISBulletCamel BISGrenadeCamel CH29T Share this post Link to post Share on other sites
Spitfire 0 Posted January 25, 2003 Thanks for the clarification, InqWiper. I knew my solution would suck - it never works when writing off top of the head Share this post Link to post Share on other sites
InqWiper 0 Posted January 25, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Thanks for the clarification, InqWiper. I knew my solution would suck - it never works when writing off top of the head  <span id='postcolor'> It didnt suck, it looked like you were thinking in the right direction  -Edit When you shoot real close to youself you will see some strange text in the hintbox because the script doesnt have time to check for the bullets position before its !alive. Share this post Link to post Share on other sites
Dschulle 0 Posted January 25, 2003 If you use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Bullet=nearestobject [vehicle player, _this select 4]<span id='postcolor'>you don't have to care about the amunition name, since it is a parameter of the "fired" event Share this post Link to post Share on other sites
Ćlçi®-Å�yon 0 Posted February 2, 2003 Is that command only working on OFP Versions higher than 1.85? I always get an error : Fired|#| : Wrong command (or like this) Greets Åyon Share this post Link to post Share on other sites
vektorboson 8 Posted February 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ćlçi®-Åyon @ Feb. 02 2003,13:48)</td></tr><tr><td id="QUOTE">Is that command only working on OFP Versions higher than 1.85? I always get an error : Fired|#| : Wrong command (or like this) Greets Åyon<span id='postcolor'> you should copy&paste your script, too. Share this post Link to post Share on other sites
Ćlçi®-Å�yon 0 Posted February 2, 2003 (Ich weiß das vektorboson , aber der bringt mir den Fehler trotzdem. Ich habs so gemacht wie es hier steht.) I know that, but I get this error. Greets Åyon Share this post Link to post Share on other sites