blackdog~ 0 Posted March 28, 2003 Well I was sitting in class today when I thought of how we could simulate an Osprey in OFP: There are two different models with two different animations. The first one is the helicopter model, and at the start of the mission when the animations close, it should switch from the flying straight position to the helicopter position. The same goes for the plane model, it starts out in helicopter position but then folds forward the props. Next, you have a script while in flight... here is the what should be done for the helicopter flight mode: Action Menu would read "flip rotars down, etc etc"... and when this is activated it turns on a switch that gets the exact position of the player, it's velocity, and direction facing... and then it quickly makes the driver gunner and cargo jump out (faster than the eye than can see), then the plane with the engines on is the new model shown. Of course, when it switches the model the animations will move from helicopter to flying straight mode (thats the way they are done, for example on hudson's f18). I dont know if this would work, someone needs to make a test mission.................... Feel free to add your ideas Share this post Link to post Share on other sites
Guest BratZ Posted March 29, 2003 I have thought of this some too, I think the model switch wont work well,mainly because the engine would be just starting You would have to also transfer soldiers,ammo left,damage amd fuel values Here is my latest plan, I think a plane model should be used Use setvelocity for the lifting and lowering(setpos may take the bank pitch and bank from the plane),and someway to slow it more if needed (this hasnt been fully thought) Use hidden selections and make copies of multiple engines in differnet angles to do the rotating engine thing (sounds like alot of faces) Share this post Link to post Share on other sites
blackdog~ 0 Posted March 29, 2003 VTOL scripts are sketchy. This would use a helicopter and plane class which would make it realistic handling... Share this post Link to post Share on other sites
Guest jacobaby Posted March 29, 2003 The VTOL in the sea harrier is pretty clean, I have played with a little too and can improve it in small ways. Share this post Link to post Share on other sites
AXE 0 Posted March 29, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Mar. 28 2003,19:57)</td></tr><tr><td id="QUOTE">Use setvelocity for the lifting and lowering(setpos may take the bank pitch and bank from the plane),and someway to slow it more if needed (this hasnt been fully thought)<span id='postcolor'> If setvelocity is used, the plane doesn't remain facing forward, it starts pointing its nose up once you are going fast enough vertically. Besides, if you used setvelocity and the plane was on the side of a hill, the plane would take off and hover at the same angle it was on the ground. What Col. Klink did is use setvelocity to get it a few feet off the ground and the used setpos, and I think that gives the best effect so far. As for switching between a plane and a chopper it is the only way to REALLY simulate an Osprey, because with VTOL scripts it is impossible to turn while hovering, and your altitude would have to be controlled by the action menu, so AI couldn't use it well. Plus it would be damn hard to land on a certain spot, especially in combat. Also, switching between a plane and a chopper would be a lot easier than getting the AI to take off and land vertically and there are a few work-arounds for the 'engine just starting' problem. Share this post Link to post Share on other sites