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Scud

Heeeeeellllp...    plz

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Been stuck on this for 3 weeks and just about ready to spit the dummy.

When rockets are fired they dissapear then reapear when reloaded. All this works fine so I assume the game is reckonizing my weapon and ammo.

for this I use  "_ffcount = (_plane ammo "O1_Rockets")"

Now what I want is simply to follow fired rocket to impact point then do fancies with smoke etc.

Yes there are post (several different suggestions) on this and yes I have tried (all of them) the coding letter for letter.

and as Footmunch suggested I put in

"player globalchat format["%1", _rocket];"

to see where things are working or not  sad_o.gif

usual err returned is "Scalar bool array string 0xfcffffef".

This is from cfg.cpp

Quote[/b] ]class CfgAmmo

{            

            class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class Zuni: Hellfire {}; // rocket (unguided)

class o1_Rockets:Zuni

{

soundHit[]={Explosions\expl2,db40,1};

hit=400;indirectHit=250;indirectHitRange=3;

};

};

class CfgWeapons

{

class Default{};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class ZuniLauncher38: AT3Launcher {};

// Unguided Rockets Launcher

class O1_Rockets : ZuniLauncher38

{

scopeWeapon = public;

scopeMagazine = public;

ammo=o1_rockets;

displayName="WP Rockets";

// displayNameMagazine=$STR_MN_FFAR;

// shortNameMagazine=$STR_SN_FFAR;

count=4;

reloadTime=0.5;

aiRateOfFire=2; // delay between shots at given distance

aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero

sound[]={Weapons\rocket1,db-30,1};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=44;

// magazine=4;

//magazineReloadTime=2;

autoFire = true;

};

};

Anyway if some1 can hlp with this would be good

Will post more info if needed.

thanx

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Quote[/b] ]_plane = _this select 0

_weapon = _plane select 1

_Rocket = nearestobject[_plane, "o1_rockets"]

player globalchat format["%1", _rocket]; checking

#getrocketposloop

_impactpoint = getpos _Rocket

~0.01

player globalchat format["%1", _impactpoint]; checking

?(not alive _Rocket):[_plane, _impactpoint] exec "\birddog\williep.sqs"

goto "getrocketposloop"

exit

This is what I have now which I think Footmunch suggested in other post.

Just tried it then and I am getting a co-ords printout now on the checking text instead of an err.

So now its just a case of transferring the co-ords to the next step being the drop command.

This is brief example

Quote[/b] ]

_plane = _this select 0

_impactpoint = this select 1

_o1rxpos = (this select 1) select 0

_o1rypos = (this select 1) select 1

_o1rzpos = (this select 1) select 2

;            shape             type     time life                     pos                        vel    rtte w   v fric size  colour        

drop ["cl_basic", "", "Billboard", 15, 30, [_o1rxpos,_o1rypos,_o1rzpos], [0,0,1], 0, 0.05, 0.1, 1, [30],[[0, 1, 0, 1]],[1,1,1],1,1,"","",???]

Now I am not real sure on what goes in the last section

should it be _plane or _impactpoint or other??

or is the whole thing screwed?

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well, the last section let you link the dropcommand to a certain object, in your case it would be quite good to link it to the missile itself. You don't have to pass the plane as parameter, since it doesnt give you any usefull information here.

Your code should be

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_mis = _this select 0; missile

drop ["cl_basic", "", "Billboard", 15, 30, [0,0,0], [0,0,1], 0, 0.05, 0.1, 1, [30],[[0, 1, 0, 1]],[1,1,1],1,1,"","",_mis]

exit

Since I assume you want a constant drop of cloudlets you maybe should loop the dropcommand until the missile is destroyed (or a certain time untill the motor has burned out).

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Thanx Rastavovich

Will give it a try with that.

smile_o.gif

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Scud -

This is for the Willy Pete rockets, right? In which case, a

good method is to 'createvehicle' a BIS smoke grenade at

the _impactpoint. When that works, you can create your

own smoke grenade (derived from the BIS one) and change

the colour, density, lifetime etc.

So, williep.sqs looks like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_plane = _this select 0

_pos = _this select 1

_gren = createvehicle "SmokeGrenade" [_pos select 0, _pos select 1]

; I think SmokeGrenade is wrong - check the commented configs.

exit

Also, there's a slight flow error in your impact finding code:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane = _this select 0

_weapon = _plane select 1

_Rocket = nearestobject[_plane, "o1_rockets"]

player globalchat format["%1", _rocket]; checking

#getrocketposloop

_impactpoint = getpos _Rocket

; insert Rasta's smoking code here.

~0.01

player globalchat format["%1", _impactpoint]; checking

?(alive _Rocket): goto "getrocketposloop"

[_plane, _impactpoint] exec "\birddog\williep.sqs"

exit

If you want the rocket to smoke while in flight, then you can

use Rastavovich's code.

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Thanx Footmunch

smokeshell I think

I was using createvehicle orig but I thought that caused probs with Mp - not that I do Mp

edited

Ok, all this in mind I will see what I can come with.

Just don't hold your breath waiting

wink_o.gif

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didn't use the grenade bit but will impliment it later,

all other info helped heaps.

Finally got it going - the answer to this problem

Quote[/b] ]drop ["cl_basic", "", "Billboard", 15, 30, [_o1rxpos,_o1rypos,_o1rzpos], [0,0,1], 0, 0.05, 0.1, 1, [30],[[0, 1, 0, 1]],[1,1,1],1,1,"","",???]

Now I am not real sure on what goes in the last section

should it be _plane or _impactpoint or other??

was just to put in _anything and it finally worked.

I also changed

Quote[/b] ]#getrocketposloop

_impactpoint = getpos _Rocket

~0.01

player globalchat format["%1", _impactpoint]; checking

?(not alive _Rocket):[_plane, _impactpoint] exec "\birddog\williep.sqs"

goto "getrocketposloop"

to

Quote[/b] ]#getrocketposloop

_x = (getpos _Rocket) select 0

_y = (getpos _Rocket) select 1

_z = (getpos _Rocket) select 2

~0.01

?(not alive _Rocket): goto "boom"

goto "getrocketposloop"

which seems to go ok so I'll leave as is.

Thanx again for help

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