mattxr 9 Posted October 16, 2006 I need a Tail Rotor Script urgently for a cutscene.. and is there any way i can have the camera positioned inside a cockpit when the script runs so i dont get an outside view. i checked ofpec for the script but it wasnt there and i cant find one any where else.. Share this post Link to post Share on other sites
mandoble 1 Posted October 16, 2006 Try this to start with, didn't test it, but it should work (hopefuly) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;tailfails.sqs ;Arguments: ;Unit with tailrotor faillure ;Descend speed in m/s (use negative values) ;Horizontal speed in m/s ;Example: ;[helo1,-2,5]exec"tailfails.sqs" ; _unit = _this select 0 _descendvel = _this select 1 _horvel = _this select 2 _dir = getDir _unit ;Decrease steps to rotate faster _steps = 150.0 _delta = 360 / _steps #turnaround _i = 0 #rotate _dir = _dir + _delta _vel = [_horvel*sin(_dir),_horvel*cos(_dir),_descendvel] _unit setVelocity _vel _unit setDir _dir _i = _i + 1 ~0.01 ?(damage _unit > 0.5): exit ?_i < _steps:goto "rotate" goto "turnaround" BTW, were you really able to access ofpec forums?? Share this post Link to post Share on other sites
HeyHiHello 0 Posted October 17, 2006 I give try too and report back!!! very fun stuff Share this post Link to post Share on other sites
mattxr 9 Posted October 17, 2006 wow that works great [amazing infact].. except when the heli reaches the ground its still spinning lol nah never got onto there fourms.. Share this post Link to post Share on other sites
mandoble 1 Posted October 17, 2006 Yeah, to stop the spin the current condition is ?(damage _unit > 0.5): exit But if the diving speed is too low, the helicopter will not get damage after reaching the ground. You may add a full revolution counter (every time the script reaches #turnaround label) and after some of them (and if altitude is < 2m), set its fuel to 0 and stop the rotations. Share this post Link to post Share on other sites
mattxr 9 Posted October 17, 2006 Yeah, to stop the spin the current condition is ?(damage _unit > 0.5): exit But if the diving speed is too low, the helicopter will not get damage after reaching the ground. You may add a full revolution counter (every time the script reaches #turnaround label) and after some of them (and if altitude is < 2m), set its fuel to 0 and stop the rotations. how would i add that in... Share this post Link to post Share on other sites
mandoble 1 Posted October 17, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;tailfails.sqs ;Arguments: ;Unit with tailrotor faillure ;Descend speed in m/s (use negative values) ;Horizontal speed in m/s (negative if backward movement) ;Minimum number of 360 deg turns if still flying (1m above ground or more) ;Example: ;[helo1,-2,5,15]exec"tailfails.sqs" ; _unit = _this select 0 _descendvel = _this select 1 _horvel = _this select 2 _numturns = _this select 3 _dir = getDir _unit ;Decrease steps to rotate faster _steps = 150.0 _delta = 360 / _steps _turns = 0 #turnaround _i = 0 #rotate _dir = _dir + _delta _vel = [_horvel*sin(_dir),_horvel*cos(_dir),_descendvel] _unit setVelocity _vel _unit setDir _dir _i = _i + 1 ~0.01 ?(damage _unit > 0.5): exit ?_i < _steps:goto "rotate" _turns = _turns + 1 ? (_turns < _numturns) && ((getPos _unit select 2)>1.0):goto "turnaround" _unit setFuel 0 exit Probably later I'll test a more advanced version of this crappy script. Share this post Link to post Share on other sites
mattxr 9 Posted October 17, 2006 Its alright, now for the creating of the cutscene.. again Share this post Link to post Share on other sites
HeyHiHello 0 Posted October 17, 2006 dooooooodddd! i get sickness!! way cool!!1 Share this post Link to post Share on other sites
mandoble 1 Posted October 17, 2006 Much much better this way : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;tailfails.sqs ;Arguments: ;Unit with tailrotor faillure ;Descend speed in m/s (use negative values) ;Horizontal speed in m/s (negative if backward movement) ;Minimum number of 360 deg turns if still flying (1m above ground or more) ;Internal camera true/false ;Tail smoke trail true/false ;tail distance from heli center ;tail altitude from heli center ; ;Example using an AH1 attack chopper named heli1: ;[heli1,-2,5,20,false,true,6,1.5]exec"tailfails.sqs" ; _unit = _this select 0 _descendvel = _this select 1 _horvel = _this select 2 _numturns = _this select 3 _camera = _this select 4 _smoke = _this select 5 _taildist = _this select 6 _tailalt = _this select 7 ?_camera: _unit switchCamera "INTERNAL" _dir = getDir _unit ;Decrease steps to rotate faster _steps = 120.0 _delta = 360 / _steps _turns = 0 #turnaround _i = 0 #rotate _dir = _dir + _delta _vel = [_horvel*sin(_dir),_horvel*cos(_dir),_descendvel] _unit setVelocity _vel _unit setDir _dir _i = _i + 1 _possmoke = [(getPos _unit select 0)+sin(_dir+180)*_taildist,(getPos _unit select 1)+cos(_dir+180)*_taildist,(getPos _unit select 2)+_tailalt] ?_smoke:drop["cl_basic","","Billboard",100,1,_possmoke,[0,0,0],0,20,20,0.05,[1,1.5,2,3],[[1,1,1,0.6],[0.8,0.8,0.8,0.5],[0,0,0,0.4],[0,0,0,0]],[0,1,0,1],0,0,"","",""] ~0.01 ?(damage _unit > 0.5): exit ?_i < _steps:goto "rotate" _turns = _turns + 1 ? (_turns > _numturns) || ((getPos _unit select 2)<1.0):_unit setFuel 0 ?isEngineOn _unit:goto "turnaround" exit Share this post Link to post Share on other sites
mattxr 9 Posted October 17, 2006 thx mandoble your a star although i dont see the smoke lol the cutscene looks good now lol a rebel fires a rpg at the blackhawk coursing 0.1 dammage or more which sets of the tail rotor failer which then goes to the pilots view and then blacks out close to the ground thats when your mission starts to escape the crash site and local milisha Share this post Link to post Share on other sites
mandoble 1 Posted October 17, 2006 You cannot see the smoke from inside, the smoke is generated at the indicated distance from the center of the heli and the indicated altitude from the center. Try this with an AH1: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[heli1,-2,5,20,false,true,6,1.5]exec"tailfails.sqs" Place yourself outside and near the chopper. Share this post Link to post Share on other sites
mattxr 9 Posted October 17, 2006 nah still cant, but thx to you my Intro is complete.. smoke would make the 3 seconds you see the heli look good but thats why i wanted inside veiw for lol Share this post Link to post Share on other sites
mattxr 9 Posted October 18, 2006 Mandoble your a god.. check out this video of that part of the intro i made with your script, its good thx too you becuase the mission is your the pilot lol.. Share this post Link to post Share on other sites
Chris Death 0 Posted October 18, 2006 Quote[/b] ]BTW, were you really able to access ofpec forums?? Mandoble - well the forums were down but the depot did still work lately. ~S~ CD Share this post Link to post Share on other sites
mandoble 1 Posted October 18, 2006 Very nice video Matt, but where is the tail smoke?? Share this post Link to post Share on other sites
mattxr 9 Posted October 18, 2006 have no idea, i got it set to true lol Share this post Link to post Share on other sites
Heatseeker 0 Posted October 18, 2006 Wow! It looks great, does it work in MP? . Share this post Link to post Share on other sites
mandoble 1 Posted October 18, 2006 have no idea, i got it set to true lol Not quite clear screenshot, but it is there ... Perhaps it cannot be seen in darkness... Share this post Link to post Share on other sites
AgentJonathan 0 Posted October 19, 2006 That is a verry descent video dude. The script may help me too. Share this post Link to post Share on other sites
Big Ben 0 Posted November 6, 2006 ;tailfails.sqs ;Arguments: ;Unit with tailrotor faillure ;Descend speed in m/s (use negative values) ;Horizontal speed in m/s (negative if backward movement) ;Minimum number of 360 deg turns if still flying (1m above ground or more) ;Internal camera true/false ;Tail smoke trail true/false ;tail distance from heli center ;tail altitude from heli center ; ;Example using an AH1 attack chopper named heli1: ;[heli1,-2,5,20,false,true,6,1.5]exec"tailfails.sqs" ; _unit = _this select 0 _descendvel = _this select 1 _horvel = _this select 2 _numturns = _this select 3 _camera = _this select 4 _smoke = _this select 5 _taildist = _this select 6 _tailalt = _this select 7 ?_camera: _unit switchCamera "INTERNAL" _dir = getDir _unit ;Decrease steps to rotate faster _steps = 120.0 _delta = 360 / _steps _turns = 0 #turnaround _i = 0 #rotate _dir = _dir + _delta _vel = [_horvel*sin(_dir),_horvel*cos(_dir),_descendvel] _unit setVelocity _vel _unit setDir _dir _i = _i + 1 _possmoke = [(getPos _unit select 0)+sin(_dir+180)*_taildist,(getPos _unit select 1)+cos(_dir+180)*_taildist,(getPos _unit select 2)+_tailalt] ?_smoke:drop["cl_basic","","Billboard",100,1,_possmoke,[0,0,0],0,20, 20,0.05,[1,1.5,2,3],[[1,1,1,0.6],[0.8,0.8,0.8,0.5],[0,0,0,0.4],[0,0,0,0]],[0,1,0,1],0,0,&q uot;","",""] ~0.01 ?(damage _unit > 0.5): exit ?_i < _steps:goto "rotate" _turns = _turns + 1 ? (_turns > _numturns) || ((getPos _unit select 2)<1.0):_unit setFuel 0 ?isEngineOn _unit:goto "turnaround" exit Hi! I have a question about the smoke effects that you have in your script....Would it be possible to make the effects bigger? I've been playing with the dialog_drop.intro mission that shows what the code in game. I've tried to copy and paste the code to your script and I come up with an error, or the smoke effects don't show. The script as shown works just fine...I just want to make the chopper have the cl_fire effect with some black, but I'm new in this area...Example...I'd like to have the chopper turn in to a big flaming ball of fire, and smoke with a long smoke trail behind it. Here is the code snipet that I made using the tool from OFPEC, and this it the mission/tutorial I guess? http://www.ofpec.com/OFPResources/scripts/dialog_drop.intro.zip ------------------------------------------------------------------------------------------ ["cl_fire","","Billboard",0.01,2.15231,[9696.86,3963.32,0],[ 16.9231,-23.0769,3.8147e-006],0,0.538616,1,0,[16.1538,12.3077],[[1,1,1,1],[1,1,1,1],[1,1,1 ,1],[1,1,1,1]],[0,1,0,1],0,0,"","",""] I tried to copy and paste this in to your script, and then tried to add each set of numbers, but I'm not sure about this code in your script: ?_smoke:drop["cl_basic","","Billboard",100,1,_possmoke,[0,0,0],0,20, 20,0.05,[1,1.5,2,3],[[1,1,1,0.6],[0.8,0.8,0.8,0.5],[0,0,0,0.4],[0,0,0,0]],[0,1,0,1],0,0,&a mp;q uot;","",""] Any help with this would be much appreciated.... Share this post Link to post Share on other sites
mandoble 1 Posted November 6, 2006 The current line is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?_smoke:drop["cl_basic","","Billboard",100,1,_possmoke,[0,0,0],0,20,20,0.05,[1,1.5,2,3],[[1,1,1,0.6],[0.8,0.8,0.8,0.5],[0,0,0,0.4],[0,0,0,0]],[0,1,0,1],0,0,"","",""] What is """ in yours? A copy/paste bug? To use your cl_fire you should at least place it at _possmoke initial position: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ["cl_fire","","Billboard",0.01,2.15231,_possmoke,[16.9231,-23.0769,3.8147e-006],0,0.538616,1,0,[16.1538,12.3077],[[1,1,1,1],[1,1,1,1],[1,1,1,1],[1,1,1,1]],[0,1,0,1],0,0,"","",""] Also, the velocity vector of your drop is a bit weird [16.9231,-23.0769,3.8147e-006] a particle moving quite fast to the East and to the South, and going down like a meteorit. The size is also too big [16.1538,12.3077], 16m first transitioning to 12m. Share this post Link to post Share on other sites
Metal Heart 0 Posted November 6, 2006 Here's one I remember being pretty nice: Quote[/b] ]; tail-rotor fail script by Vektorboson; SYNTAX ; [CHOPPER, <RANDOMKILLS, MAXKILLS>] exec "effects\tailrotor.sqs" ; CHOPPER is the helicopter ; RANDOMKILLS is either true or false (random people are killed) ; MAXKILLS is maximum of randomkills _heli = _this select 0 ;_random = true ;_maxkills = 4 ?count _this == 2: _random = _this select 1; _maxkills = 4 ?count _this == 3: _random = _this select 1; _maxkills = _this select 2 ; Position of helicopter engine (adjust this for different helicopters! ) _enginePos = [0, -3, 1] drop ["cl_fire", "", "Billboard", 1, 1, _enginePos, [0,-3,1], 0, 1, 1, 0.001, [1,5], [[1,1,1,1],[1,1,1,0]], [0], 0.1, 0.2, "", "", _heli] ~0.05 drop ["cl_fire", "", "Billboard", 1, 1, _enginePos, [0,-3,1], 0, 1, 1, 0.001, [1,5], [[1,1,1,1],[1,1,1,0]], [0], 0.1, 0.2, "", "", _heli] ~0.02 drop ["cl_fire", "", "Billboard", 1, 1, _enginePos, [0,-3,1], 0, 1, 1, 0.001, [1,5], [[1,1,1,1],[1,1,1,0]], [0], 0.1, 0.2, "", "", _heli] _AddDir = 0.1 ~(random 1) #loop _dir = getDir _heli ?_AddDir < 5: _AddDir = _AddDir + 0.05 _heli setDir (_dir + _AddDir) _v = Velocity _heli _heli setVelocity [((_v select 0) / 1.0001), ((_v select 1) / 1.0001), -5] drop ["cl_basic", "", "Billboard", 7, 7, _enginePos, [0,0,0], 0, 1, 1, 0.001, [1,5], [[0,0,0,0],[0,0,0,0.7],[0,0,0,0]], [0], 0.1, 0.2, "", "", _heli] ~0.01 ?getPos _heli select 2 < 10: _heli setFuel 0 ?getPos _heli select 2 > 2: goto "loop" ?alive _heli: _heli setDammage 0.8 ?!alive _heli: exit _v = Velocity _heli _heli setVelocity [((_v select 0) / 1.001), ((_v select 1) / 1.001), -5] ?!_random: exit ; now the randomkills _crew = crew _heli _c = count _crew _i = 0 _kills = 0 #crew _unit = _crew select _i ?random 1 > 0.8 && _unit != player: _unit setdammage (random 1) ?random 1 > 0.8 && _unit != player && _kills < _maxkills: _unit setdammage 1; _kills = _kills + 1 _i = _i + 1 ?_i < _c: goto "crew" Share this post Link to post Share on other sites
Big Ben 0 Posted November 6, 2006 Yes, must have copied something eles somehow....sorry about that... I tried the code you set up, and it worked......well lets just say that FX editor I told you about looked totally different than what I saw in game lol. It looked sooo not right, but with this basic setup, and your answer to my question I'll be able to play with it. I'm new in the scripting area like I said, and I just wanted to make different types of effects. Will this script also work on planes? I haven't tried that yet. I haven't found a good plane crash script like your heli script. I'm just tired of searching for planes to test to see if they can crash land. It would open up more doors for different types of missions. Thank you for your help. I'll practice with this script and post a good pic, or movie when I get it .... well .... right. lol **edit** No it doesn't work on planes.... They just spin like a flatspin. Share this post Link to post Share on other sites
mattxr 9 Posted November 6, 2006 **edit**No it doesn't work on planes.... They just spin like a flatspin. Planes dont have Tail rotors thats why Share this post Link to post Share on other sites