Guest BratZ Posted April 21, 2003 Hey, I am working on a tow script and I notice this that may be important that I would like to point out.     class UserActions {     class pakhook         {          displayName="Hook Pak";          position="hitch";          radius=4          condition="(nearestobject [this, ""GST_Pro""]) distance this < 10";          statement="this animate [""hitch"", 1]";         }; This useraction will only appear when a Krupp Protze (Vibes) is within 10 meters of the Pak Just wanted to point this discovery out as It may be important to someone, could be useful Nearest object only recognizes distinct classnames or all (few ways) GST_Pro is the classname of Vibes Krupp Protze (WW2 Military truck that tows this artillery) Anyone want this Pak towable by anything other than a Krupp ,better speak now,lol I will include a user script to add the tow capabilities to other vehicles Share this post Link to post Share on other sites
sussmori 0 Posted April 23, 2003 That's pretty cool. I wonder if this can work if a 'soldier' is near a vehicle? Share this post Link to post Share on other sites
Guest BratZ Posted April 23, 2003 Yes, you could make actions available depending on soldier types,like say OfficerE, or a few classes or maybe you made an engineer Could make a bomb that can only be deactived by maybe an engineer Share this post Link to post Share on other sites
Guest Posted April 23, 2003 Or attach some artillery to the back of a vehicle maybe Share this post Link to post Share on other sites
Guest BratZ Posted April 23, 2003 That has been accomplished finally. We now have towable artillery. All done , just awaiting for when Vibes will release it. I'd like to make some towtrucks,car haulers but I need to get back on my planes. When I get back to my Helldiver, I may master the tailgunner dilemna If I can ever get to work on a carrier, I will finish the work I was doing with walking on moving vehicles Share this post Link to post Share on other sites
Marss911 0 Posted April 25, 2003 well i sure want to test that! Thats really usefull. O and maybe for a cool Sd.Kfz Kleine Kettenkraftrad? hehe More info on my page. Marss911 Mainpage Hope Vibes will release the Krupp Protze and Pak 36 soon! Share this post Link to post Share on other sites
granQ 293 Posted April 26, 2003 looking on the screens it looks like the thing behind it won't actually "move" but rather teleport very quick behind it. I want so the wheels actually move (use setvelocity) okey, don't say their work suck, or that I could do better, but more a question if i am right? trying to help darkstar with his Bv206 but then we need a velocity if we want it too look real good Share this post Link to post Share on other sites
Guest BratZ Posted April 28, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GranQ @ 26 April 2003,10:11)</td></tr><tr><td id="QUOTE">looking on the screens it looks like the thing behind it won't actually "move" but rather teleport very quick behind it. I want so the wheels actually move (use setvelocity) okey, don't say their work suck, or that I could do better, but more a question if i am right? trying to help darkstar with his Bv206 but then we need a velocity if we want it too look real good<span id='postcolor'> You talking about the Pak? The wheels do move (by animation,depending on speed) Take a look at it soon to see how i did continous rotation of the wheels depending on speed, but yes setvelocity i believe will move the wheels as I know it shows the speed on speedometer of a chopper that has been setvelocity But this pak is defined as a M2 Turret to begin with,and if it wasnt a turret I could have actually banked the whole item rather than just the hitch,you will see and its very neat and a great start for towable artillery Share this post Link to post Share on other sites