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KTM_Calle

Portable hellfire atgm system

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Im making a Robot17, a Swedish modification of the hellfire, with a kinda small launch unit that can be carried by two men.

I want it to act like a stationary rocketlauncher, but to only have ONE missile and when the missile is fired, the rocket disappears. how do you make stuff like that? animations?

Like this...

s_rb17fire.jpg

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that m2 solution look kinda like one i thought of yesterday, popped into my mind right in the middle of a test in school smile.gif

you use getpos and setpos to deploy the M2 at the tripod? both are vehicles? thats what i came up with anyways

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ April 10 2003,10:35)</td></tr><tr><td id="QUOTE">Why not make it really portable (carriable by two men) like this:

http://koti.mbnet.fi/kegetys/flashpoint/screenshots/m2c/

wink.gif  tounge.gif  biggrin.gif<span id='postcolor'>

Is that thing gonna be released?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hovmand @ April 10 2003,16:37)</td></tr><tr><td id="QUOTE">Is that thing gonna be released?<span id='postcolor'>

Possibly, I already made PK based versions for east and resistance too, and it works pretty well despite a few nasty "features" like the fact that you can get full ammo back if you take your gun apart and reassemble it as long as you dont shoot it empty.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTM_Calle @ April 10 2003,15:34)</td></tr><tr><td id="QUOTE">you use getpos and setpos to deploy the M2 at the tripod? both are vehicles? thats what i came up with anyways<span id='postcolor'>

Standard solution is that you camcreate the vehicle on the deployment spot and move in the player. The object that the player carries has nothing to do with the object that the player deploys. I assume that Keg. uses the same principle.

Matthjis (CoC) has developed a more genreal solution for use with the diver addon that we are working on.

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Indeed, theres 4 things for one carriable thing, the "normal" M2, one with only the tripod, and then two weapons which you carry around. All of the required scripts are ran from the config's custom actions so to get it working all you need to do is put it into the mission like a regular M2.

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how do you get the m2 to place itself exactly on the tripod? when i try setpos, it will place itself a bit away, always (not at the same spot though)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTM_Calle @ April 11 2003,20:14)</td></tr><tr><td id="QUOTE">how do you get the m2 to place itself exactly on the tripod? when i try setpos, it will place itself a bit away, always (not at the same spot though)<span id='postcolor'>

The tripod is a part of the m2.

Procedure:

1) Set tripod

2) Remove tripod

3) Set m2 with tripod.

Don't use setpos, use vehiclecreate and delete.

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In concern to the launcher issue, just add a proxy named proxy:hellfire where the missile is supposed to go and code in that it only has 1 missile.

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gah, you guys give me a headache, i am trying to get the deployment script in order, and its too obvious for me i suck at scripting smile.gif

Anyone want to help? Kegetys maybe?

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Aloha!

Here is a rb 17 I did a while a go =)

rb17render3.jpg

/Eekster

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Guest BratZ

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (drewb99 @ April 13 2003,04:13)</td></tr><tr><td id="QUOTE">In concern to the launcher issue, just add a proxy named proxy:hellfire where the missile is supposed to go and code in that it only has 1 missile.<span id='postcolor'>

That will work if it doesnt rotate, otherwise it will need hidden selections and a fake missile.

Klink has some stuff on it:

http://dc3d.tw-gateway.net/missiles.htm

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