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geloxo

Flight model & Handy Tools for cutscenes

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@ gelxo

That is great news to hear about some documentation to explain on how to use the scripts. This would be most appreciated

Once again thank you

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Geloxo, Your script seems to be pretty tight,

but i've run into a problem. I'm trying to get a MH-6 named "HELO" to unload a squad. the helo follow's a soldiers waypoints to the lz. the soldier's name is "D".

here's the code:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[helo, d, 30, [-10,-20,15], 2, "unload", [-20,-10,0], "LZ1", kyle] exec "choppers.sqs"

my problem is that "HELO" follows "D" waypoints but will not land, HELO will just fly over the LZ and stop about a 100 meters later, and just hover,

hope you know how yo fix this sad_o.gif

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nevermind, i got the chopper to land, now my problem is that the helo stay's there.

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nevermind, i got the chopper to land, now my problem is that the helo stay's there.

Make sure that the cargo unit (kyle in your case in the above code) is assigned as cargo in the chopper. When you reach the "LZ1" marker the script just calls the "exit.sqs" script to be executed and here is what you have in it:

Quote[/b] ];Order a squad to exit a vehicle

;[squad leader, vehicle] exec "exit.sqs"

_leader = _this select 0

_vehicle = _this select 1

_size = {alive _x} count units _leader

_i = 0

#loop

unassignvehicle ((units _leader) select _i)

~1

_i = _i + 1

if (_i < _size) then {goto "loop"}

exit

Notice then that the cargo unit must be a squad leader who was assigned as cargo. Easiest way to proceed is to use other scripts included in the handy tools too before landing is performed:

Quote[/b] ][kyle, helo] exec "cargo.sqs"

or

[kyle, helo] exec "enter.sqs"

The other possibility is that landing is not complete because the altitude chopper is staying on the "LZ1" is not lower than 2m (that´s the trigger to call "exit.sqs") due to terrain shape.

I hope it helps

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Latest and fresh news:

Tools version 1.0 set is almost ready. I had time to improve the whole system and get the scripts working better but my free time is reduced due to "real life work" and the progress here has been slowered a little bit... Anyway beta testing is almost finished and as soon I have prepared a decent documentation (main issue pending in the beta release, sorry) I will try to prepare a demo video and the release itself.

Main new features:

1. Choppers & Jets: New script system, allowing multiple actions per unit to be scheduled, using a complete reference path or only small parts of it, allowing user to set sequences such as: follow leader + land + unload + follow again + land + attack...

2. Extremely powerful and new FXCam (replaces some of the old cam scripts): new camera system that merges the cutscene making features with the realtime playing, allowing you to create cutscenes for your videos or mission intros and also select and configure the cameras during gameplay itself with a single key pressing

- fully configurable mission camera index that allows you to save a set of predefined cam positions which will be selectable with a single key pressing on your keyboard either during gameplay itself or during cutscene creation, allowing tons of time saving for video creation, and switching cams from one unit to the other while you play a mission

- several cam configuration parameters such as slow motion, missile cam, manual & air cams, tracking cams that allow player to manually control the unit in front of camera, cam shake, manual command unit to fire, etc. Do you remember the first demo video showing a littlebird assault? This can be done now in an easier way, by pressing a key to order choppers to fire rockets when you consider the cam position is set at the right place wink_o.gif

- take control of the unit your cam is recording allowing you to play with several roles, without any configuration on the mission design phase, at the same time (driver, gunner, pilot, cargo, soldier, enemy, etc) or to correct former position of AI units to improve the cutscene appearence

- create war ambience effects such as massive arty fire controlled by your key pressings as you move the camera to create a pan view of the target itself

3. Single player support: set of single player demo missions that will show examples for you to configure scripts and allow to play them at the same time. You will train yourself during flying in a close formation following a group of AI choppers or jets, practice group landings, transport and drop troops, join raids with gunships or bombers, etc. I must say that keeping your ship close to your team is really not so easy as I expected when I saw AI units do it so easily during my first attempts on the single player missions tounge2.gif

If I´m lucky I could include some generic radio chat support on this release but I had to use "text to speach voices" and the result is not as good as I would prefer confused_o.gif Maybe for the future...

Stay tuned biggrin_o.gif

Cheers

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Ey man, I was wondering if I can make it so that the choppers will follow me in formation instead of my waypoints. Is that possible? Because I usually don't stick 100% spot on the waypoints, I mainly put them in my mission to have a ref point. If I put them on the map. If I don't give my helos waypoints they just fly their own way.

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@geloxo

Sorry to trouble you mate but in the next version will you be including a newbie guide on how to use the scripts etc

Just that i am not very PC literate, however i am learning slowly (ThicK Squaddie)

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