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Messiah

Drop command

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well, its not working full stop - I'm making a stunt plane, one of those Russian SU29 jobbies. To create smoke it introduces oil into the exhausts at the front of the aircraft

SU-29_GeneralView.gif

(the exhausts sit either side of the bump under the engine)

what im trying to is create two plumes of smoke starting at the two exhausts, and then merge into one plume that follows the length of the fuselage and then billows behind the plane.

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

?!(alive _this) : exit

?!(isengineon _this) : exit

#smoke"

Drop ["cl_basic","","Billboard",0.2,20,[0,0,0],[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",]

?!(isengineon _this) : exit

?!(alive _this) : exit

~.4

goto "smoke"

this is executed through an engine eventhandler for now, eventually it will be done via an on off system, but im trying to get it work initially.

it says error invalid number in expression - but this is my first day with the drop command, and i was using the drop command utilitly to create the code, so its beyond me whats up...

could any kind hearted soul please off some kind of soultion to what im trying to achieve - the drop command seems to be the most complicated scripting in ofp to date.

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Hi,

Couple of things I noticed:

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

Not sure if that quote will cause as error, but best setting it to:

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

The drop command is missiong the last parameter.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop ["cl_basic","","Billboard",0.2,20,[0,0,0],[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",_This]

Although that will make the particle drop from the objects centre. For the dual exhaust, perhaps it would be better spawning your particles from two points defined in the memory LOD. Using two drop commands for each exhaust.

Only I can't remember off hand, how you set that up with the drop command.

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ok... thats obviously the bit i missed - lol

as for the two exhausts, i was going to just duplicate the drop command in the script but set them next to the exhausts.

too much lag?

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Not sure about the lag, but you could always try spreading the load a little. If you think it is to much.

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

?!(alive _this) : exit

?!(isengineon _this) : exit

#smoke

Drop ["cl_basic","","Billboard",0.2,20,[0,0,0],[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",_This]

~.2

Drop ["cl_basic","","Billboard",0.2,20,[0,0,0],[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",_This]

~.2

?!(isengineon _this) : exit

?!(alive _this) : exit

goto "smoke"

I'm sure you put the reference to a vertex selection in one of the empty string parameters. I just can't remember which one sad_o.gif

You might need to change the script for MP to. Something that starts running it on all the clients from the addons init event. Then turns the somke on using a mp firendly switch. Like the presence of a special ammo type or something?

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Isn't that kinda obvious UNN:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop ["cl_basic","","Billboard",0.2,20,<selection name>,[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",_This]

So for example if the vehicle has the selection 'engine':

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop ["cl_basic","","Billboard",0.2,20,"engine",[0,0,0],10,2,1,0.2,[0.1,1,2],[[0.9373,0.9373,0.9373,1]],[0,1,1],0.7,0.3,"","",_This]

But using the named selection way you must use the vehicle as the last parameter in the drop array.

Of course in this case you need to use it anyway, but just reminding.. tounge2.gif

Quote[/b] ]from two points defined in the memory LOD.

Doesn't need to be in the memory lod...

Works on any named selection; proxy, etc.. (afaik)..

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oooh, useful biggrin_o.gif

cheers gents, shall see how it looks - knowing my luck it will look like candyfloss falling out of the back of the exhausts but thats a case of fiddling around with values i suspect smile_o.gif

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the selection thingy didnt work, but the drop command finally did... granted it looks like its snowing behind the vehicle rather than smoke whistle.gif

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woopi... think im getting somewhere now... the only problem is that it only seems to create the top drop command, the other one simply doesnt appear - i tried changing the name etc, no luck?

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

?!(alive _this) : exit

?!(isengineon _this) : exit

#smoke

Drop

["cl_basic","","Billboard",0.01,5,[0.5,1,0],[0,0,-0.01],6.23076,1,1,0.107693,[0.5,10,10],[[0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1],[

0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1]],[0,1,0,1],0.692309,0.267691,"","", _this]

~0.05

["cl_basic2","","Billboard",0.01,5,[-0.5,1,0],[0,0,-0.0],6.23076,1,1,0.107693,[0.5,10,10],[[0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1],

[0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1]],[0,1,0,1],0.692309,0.267691,"","", _this]

~0.05

?!(isengineon _this) : exit

?!(alive _this) : exit

goto "smoke"

the smoke looks good, although the only problem at the moment is that it has big gaps between it - i think i'll set its forward velocity up a bit so its traveling at some speed when its created smile_o.gif

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The word-wrapping might have got it wrong, but you've only got

one instance of the word 'drop' in there, old chap.

The second line is just creating a big old array.

To close up the gaps you've got 3 options:

1) Increase the frequency of the smoke (ie reduce the ~0.05 values) so that each 'puff' is closer together.

2) Make the smoke 'bigger' so that the gaps between 'puffs' is

reduced.

3) Give the smoke some 'velocity' - this is harder than you might

think, as you'll have to take the plane's speed into account as

well.

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d'oh - yes, there was only one 'drop'

i could indeed increase the requency, but it caused so much slow down it was unberable... i'll try and make the puffs bigger, but the effect i wanted was it to be a small thick stream going under the fuselage, which then puffed up after the tail - it works fairly well at slow speed, but not so well at high speed.

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working nicely i reckon now

last question, the weight of the particle... does that mean how thick it looks or how much it actually weighs?

currently my smoke starts to drop out of the sky after about 5m behind the plane...

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Weight and rubbing (oo-err) determine the gravity fall, IIRC.

'Thickness' of the smoke is determined by the alpha values in the colour arrays.

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cheers matey, shall ammend those values then - i just invented some random value to put in for lack of knowing what it did.

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the selection thingy didnt work

Well, works fine on some of my stuff, although I'm not actually dropping visible particles with it..

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lol - it just complained and threw up errors everywhere - i was happy enough to play trial and error - it sits exactly where it should now -although getting the smoke to sit straight/gently dissepate is hard as hell - it either wants to rise or fall 100m/s, but not stay in one place.

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Weight and rubbing (oo-err) determine the gravity fall, IIRC.

'Thickness' of the smoke is determined by the alpha values in the colour arrays.

weight and volume

rubbing is how much the wind affects it after its been generated

weight 1.27 and volume 1 is neutral and wont go up or down

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Messiah,

just some tips:

- Your smoke is hot air, so it should go upwards slowly after all, play with volume and weight until you get the best raising rate.

- Your smoke gets out of the exhaust at the speed of the plane, so you should modify your particle velocity vector acordingly:

[left/right, forward/backward, up/down] components in m/s relative to the direction of the object (your plane).

- Your smoke should get less dense slowly, add more color arrays with alpha set to lower values than 1.

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