somebloke 0 Posted October 14, 2004 Well, get some help from the FLK mod. I mean they had their harrier nozzles turning when you went into vtol mode. Share this post Link to post Share on other sites
Bobcatt666 0 Posted October 14, 2004 Actually its the only V-22 relased to the community, I counted at least five that predate this one by over a year to two years. Including a pack of them I've been messing with for some time, the limitation to the engine rotation problem stopped my project from being released. And a couple the others were rips from the VBS1 so they wisely never released them. Lots of addons out there really nice ones, that are never released, mainly cause they don't wanna give up the control of their addons. Share this post Link to post Share on other sites
Cam51 0 Posted October 14, 2004 Would be tight if it had the BAS fast roping scripts too Nice addon BTW. Just a couple more paint schemes, and some cool scripts, and you got a good 1 on ur hands. Share this post Link to post Share on other sites
Footmunch 0 Posted October 14, 2004 The rotating plane wheels are done like this: You have 'turning' wheels in the 'gear-down' position. These animate to look as though they are 'rolling'. You have _separate_ 'folding' wheels which move up and down into the plane. When you fire the gear-up or gear-down command, you setobjecttexture to hide one set, and 'reveal' the other set. So, there's only one anim per selection. As a test, try this: http://www.footmunch.org.uk/temp/rkt_osp.zip This is in West->Air->Osprey Test, and is a 'kludge' applied to the BIS Chinook. The main and tail rotor blades tilt forward to around 45 degrees. It should be quite easy for someone to take the selections in the Chinnie, and apply them to the props on an Osprey model. Not perfect, but it uses the 'built-in' stuff, so there's no scripting overhead. Also, as it's based on a heli, there's no need for VTOL scripting. Sole - Sorry about the hi-jack. Share this post Link to post Share on other sites
Baphomet 0 Posted October 14, 2004 Quote[/b] ]After testing it a bit, i have difficulty to imagine that this great addon is only 380ko !Awesome job Sole Yeah it is bloody amazing. I was certain I wasn't going to find many addons I'd want to download anymore what with how the size and detail for OFP addons has gone through through the roof. Share this post Link to post Share on other sites
Sole 0 Posted October 14, 2004 The rotating plane wheels are done like this:You have 'turning' wheels in the 'gear-down' position. These animate to look as though they are 'rolling'. You have _separate_ 'folding' wheels which move up and down into the plane. When you fire the gear-up or gear-down command, you setobjecttexture to hide one set, and 'reveal' the other set. So, there's only one anim per selection. As a test, try this: http://www.footmunch.org.uk/temp/rkt_osp.zip This is in West->Air->Osprey Test, and is a 'kludge' applied to the BIS Chinook. The main and tail rotor blades tilt forward to around 45 degrees. It should be quite easy for someone to take the selections in the Chinnie, and apply them to the props on an Osprey model. Not perfect, but it uses the 'built-in' stuff, so there's no scripting overhead. Also, as it's based on a heli, there's no need for VTOL scripting. Sole - Sorry about the hi-jack. Hehe, that's quite similar to the original experiments I did But the problem of synchronizing the engine angle with angle of the rotors remains. So that's why I sticked with the fixed angle. A weird thing I've noticed is when I tested it with both rotors fixed in a 45 forward degree angle.... the Osprey raced backwards So I ended up giving the Osprey a fixed 10 degrees backward tilt in the config. Share this post Link to post Share on other sites
Footmunch 0 Posted October 14, 2004 Hehe, that's quite similar to the original experiments I did (Great minds think alike ) Quote[/b] ]But the problem of synchronizing the engine angle with angle of the rotors remains. Yep - you could either: a) Have the 'motor-pods' spin around as well (ie include them in the vrtule selection, but not in the staticka or blur). You could probably 'hide' this by having a 'perfect' cylindrical texture, so that visually they don't appear to spin. or b) Tilt them via a script that senses the speed - sync _would_ be hard, agreed. Share this post Link to post Share on other sites
FerretFangs 0 Posted October 14, 2004 Sounds to me, like this problem will be fixed soon. Share this post Link to post Share on other sites
Master_Chief 0 Posted October 14, 2004 I think someone should organize a competition, where modders would start with this osprey and would compete to see who could best recreate the osprey's movement. I bet there would be tons of great ways to script it and find ways around the limitations. Share this post Link to post Share on other sites
FW200 0 Posted October 14, 2004 Another idea... -Make 2 sets of animated props (one in the down position and one in the up position, using the vrtule 0,1,2,3 thingies). -If you want to animate them from the top to down position, the upper pair dissapears and a static blur appears (so it's not turning but atleast it looks a bit better). - Then when it gets at the bottom, the static one dissapears and the lower one appears. - This is untested so I don't know how it will look honestly. You could disable doing this with the engine off so you don't have to animate the props themselfs and only have the blurred props rotating. Just an idea Share this post Link to post Share on other sites
23-Down 0 Posted October 14, 2004 Why u dont releases your v-22 Ospreys not JUST as a Helicopter.... To the problem with the engines: forget it, just create 3 or 4 versions of the copper in varius camo and the engines in varios positions(one version as helicopter, the second as plane etc) = Your problem will be history... Share this post Link to post Share on other sites
Unnamed_ 0 Posted October 14, 2004 Out of curiosity, could you do animated props with *.rtm anims? Share this post Link to post Share on other sites
Silent N Deadly 0 Posted October 14, 2004 Why u dont releases your v-22 Ospreys not JUST as a Helicopter.... To the problem with the engines: forget it, just create 3 or 4 versions of the copper in varius camo and the engines in varios positions(one version as helicopter, the second as plane etc) = Your problem will be history... Why give up so fast? Maybe it is possible to do. A beta has been released, just play around with that until further advancement has been made on it. No need to be impatiant. Share this post Link to post Share on other sites
Sole 0 Posted October 14, 2004 Make 2 sets of animated props (one in the down position and one in the up position, using the vrtule 0,1,2,3 thingies). Unfortunatly, a helicopter class can only have 2 props/rotors, unlike plane class vehicles. Ofcourse, coding the aircraft as a plane would solve this, but I'd prefer to have helo movement over scripted vtol movement. Share this post Link to post Share on other sites
the_shadow 0 Posted October 14, 2004 besides, as it looks on pictures, the props would smach into the ground if the engines would be in horisontal position and the plane/chopper/whatever on the ground.. thats why it has to take of and land with the engines in vertical position (or atleast not horisontal) ;) now, that would look very stupid ingame if sole made the craft with engines in horisontal position and coded it like a plane.. the only bad thing with the current version is that AI seams to have some minor problems handling the plane ;) Share this post Link to post Share on other sites
FW200 0 Posted October 14, 2004 Make 2 sets of animated props (one in the down position and one in the up position, using the vrtule 0,1,2,3 thingies). Unfortunatly, a helicopter class can only have 2 props/rotors, unlike plane class vehicles. Ofcourse, coding the aircraft as a plane would solve this, but I'd prefer to have helo movement over scripted vtol movement. Darn, you are right, completly forgot that I blaim it on the fact that I just about only build airplanes Share this post Link to post Share on other sites
miles teg 1 Posted October 14, 2004 Here's an idea....make two addons...one as a helicopter, the other as a plane. Then create a script that transfers crew and cargo from the helicopter version into the plane version once it reaches a certain speed. Â Of coarse the plane has to appear travelling at the same speed. Â The reverse would also have to happen also to revert back to helicopter mode. Â In addition I imagine that possibly an empty heli and plane version would have to be put on the map somewhere out of the way. Â But I'm not sure how well that would work in MP or even if this route would be possible without using external scripts in the mission itself. But its just an idea I thought I'd toss out. But to be quite honest, I'm pretty happy with the Osprey addon as it is. Â I'd just like to see a door or rear ramp gun stuck on it and USMC version (in addition to the current USAF special ops version). Â Even if the props don't move I'm cool with that. Â It still looks realistic, sounds cool, and both human and AI pilots can fly it without crashing to easily. Â Put in some rappelling scripts, an auto landing gear script, both USAF and USMC versions along with a door gun and it'll be extremely nice I think. At least it'll be a temporary solution until OFP2 comes out one of these days or until someone figures out how to get past the limitations of the OFP1 engine. Keep up the great work guys. Â Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 15, 2004 I think you guys are thinking too conventional,what about rotating the main body of the plane while rotors remain stationary? P.S. Great addon Sole,give us some human bombs with it next time Share this post Link to post Share on other sites
Commando84 0 Posted October 15, 2004 the a.i flying it differently i like it! i have started a small team deathmatch mission where some naval commandos hold a small island and then 3-4 c-22's comes in ala half-life and starts dropping down troops that are assaulting the naval commandos they can take 1-2 rpg's laws sometimes wich is good to Share this post Link to post Share on other sites
TA-50 0 Posted November 3, 2004 Is there any progress on the engine pivot script? Share this post Link to post Share on other sites
23-Down 0 Posted November 7, 2004 Some news ?? I hope the project isnt dead!!! If yes i hope an other guy will continue the author his work on the v-22. greetings 23-down Share this post Link to post Share on other sites
mick78 0 Posted November 7, 2004 hey everyone. I've downloaded the file, but all that is in it for me is the screen shot... ive tried a few times, and still the same. the file size downloads to 324kb's or whatever, but the screen shot is only 88kbs? I have no idea why its not in there. anyone got any ideas? mick. Share this post Link to post Share on other sites
Master_Chief 0 Posted November 7, 2004 Here is a movie example of a test osprey I made a long time ago (last modified date Feb '03) It shows working tilt rotors. This was a test model so forgive the non-existant detail /shape/ textures Osprey flight transition - 1.36MB It uses setobjecttexture and only 3 textures to make the animated rotor. The hard part isn't the rotors, its making it fly like a plane and a helicopter. Share this post Link to post Share on other sites
orson 0 Posted November 7, 2004 Thats very cool mister_chef , It looks good to go . so you have..... ugly model , nice flight sim (yours) and..... nice model , ugly flight sim....(his) the two need splicing together . Share this post Link to post Share on other sites
miles teg 1 Posted November 7, 2004 But again... there's the problem of how to get the plane to switch classes mid-game. That's why I believe the only solution is having two seperate models and to use a map editor script to switch in between the empty models. I've seen halo scripts do this where you start off free falling in the game but in actuallity you're falling from a helicopter which in the blink of an eye was removed by a script. If someone could write a script that makes the entire crew and cargo of the CV-22 switch back and forth between two empty plane and helicopter CV-22 models in a split second, I think you could have a fully functioning CV-22. However it probably wouldn't work well in MP games. But I just hope that at the least people develop this addon the way it is now by just giving it a door gun and maybe some rappel scripts and the ability to carry cargo. Then of coarse we need a USMC version. I'm sure some of the USMC mod teams have their hands on this model and are developing it. At least I would hope so. Unfortunately however those mod teams, aside from Digital Grenade, have not released anything to my knowledge except for pretty screenshots. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites