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geloxo

Handy Tools v1.0 release

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Hello again,

After some weeks working on the release I finally managed to improve the formerly released beta version and come now with the v1.0 of the Handy Tools. This release contains several flight model improvements, a new "all-in-one" FX cam and also some fire effects among other resources.

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Download v1.0 Full Pack (35 MB):

http://rapidshare.com/files/52168382/HandyTools_v1.0.zip

Download v1.0 Basic Pack without radio chatter (1 MB)

http://rapidshare.com/files/52246025/HandyTools_v1.0_basic.zip

Download v1.0 release trailer (25 MB divx format):

http://rapidshare.com/files/52165422/HandyTools_v1.0.divx.avi

http://youtube.com/watch?v=T9LlFgsYI4w

Download mirrors (thanks for the contribution):

http://www.armaholic.com/page.php?id=1327

http://prison.tibet225.server4you.de/ww2pn...._id=118

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Most important features are:

- Improved flight model for AI choppers and jets, allowing custom and close formations and accurate landings.

- Custom radio chatter related to some of the choppers and jets actions.

- FX cam and Trackcam tools plus other resources for creating cutscenes easily, allowing several special effects, unit control and display gadgets.

- New fire effects, including flamethrower and molotov weapons templates for creating more refined weapons.

- Set of stand-alone scripts to be used at anytime.

- One demo mission to be used as practical example of the configuration process.

- Fully detailed reference documentation.

More videos and missions will come in the following weeks but meanwhile I hope you enjoy the first official release. Try to take control of one of the units within a formation flight to see how difficult it may be for a human pilot to keep a close formation tounge2.gif

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Available videos:

wmplayer2007-05-1700-41-09-73.jpg

http://rapidshare.com/files/29505840/littlebird.wmv

wmplayer2007-05-1700-45-17-31.jpg

http://rapidshare.com/files/29552847/chinook.wmv

wmplayer2007-05-1700-32-00-14.jpg

http://www.megaupload.com/?d=IU8RKAMI

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Old beta version related posts (informative):

http://www.flashpoint1985.com/cgi-bin....t=63035

http://www.flashpoint1985.com/cgi-bin....t=62284

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Please read the reference documentation for deeper explanations.

Please be patient with the posible bugs that this release may contain. Due to complexity of new script system used now they may appear more often than expected whistle.gif

Feel free to upload these files and videos to your servers (no permission from my side is needed).

Cheers

biggrin_o.gif

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Guest

Very good news, always liked this very much.

Thanks for continuing working on this smile_o.gif

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Ugh, 33 MB to download.

Can you split the addon so that we can download the scripts separate ?

I´m on a slow I-net connection confused_o.gif

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This is awesome i will mirror these for you if you like.

Yes, yes, I forgot to say it but, as always, feel free to upload the videos and files to any of your servers if you want. Just add the mirrors here in the post and that´s it.

Thanks

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Just add the mirrors here in the post and that´s it.

Thanks

According to forum rules which only apply to a few its not allowed to post mirrors.  banghead.gif

I will sent you a PM  xmas_o.gif

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Great ! thumbs-up.gif

I´ll download the bigger version later on but now let´s have a look...

Thx !

Edit: Ugh ! biggrin_o.gif

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I have just the thing for this news! -> yaybighahaxp5.gif

Edit I just had a chance to look over the sample mission and the scripts Geloxo. Just, pure, genius. Amazing camera and control scripts. armavidznotworthylargehtp0.gif

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Thanks a lot for your comments biggrin_o.gif. There are some issues that do not work properly but are minor ones, and probably I will release a quick update in the following days:

- fixed: aircam mode does not work in FX cam but it does in trackcam, so you can use it anyway.

- fixed: take unit control does not work in both cameras but you can still manually control the unit with trackcam.

- when waypoint separation is smaller than assigned distance from chopper/jet to leader in the formation, the unit can´t reach the next waypoint and start flying in circles. This is not fixed yet so try to avoid placing waypoints too close to each other in long column based formations. Min separation should be higher than biggest "Yoff" value used in the formation. So if you assigned [10, -150, 80] coordinates then your min waypoint separation should be at least 150m for that formation.

Cheers

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geloxo

First and fore most thank you for the tools

Sorry to ask dumb question but could you explain to me the following part of the script:

[10, -150, 80]

Is my understanding correct

10 = 10 metres to the right of the leader (-10 would be to the left)

80 = the altitude above the leader

or have really lost the plot and misunderstood everything

Just that i am tryin to use your scripts to create the diamond formation for jets (flying) and the same formation for choppers to land

If you could point me in the right direction this would be most appreciated

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@Celery:

Flamethrower and Molotov are packed as two weapon/ammo templates in the config and they use scripts to create real burning effects: fire is spread to nearby objets, is attached to them and it damages them. Anyway you can use them as weapons and use the scripts as stand-alone ones too but as I´m not an expert on addon config I didn´t manage to make them work properly...

@warpuppy:

You are right they are [x,y,z] coordinates for formation but not from leader´s position and are used during actions (you can set new ones for each action). They are measured from formation origin: +x to the right, +y to the front and +z to top (absolute flying altitude from ground level). And then -x to the left and -y to the back.

The point is that leader is not required to be at [0,0,z] but is recommended (for instance, it could be the last unit in a column formation). When "follow" action is used then the formation origin will "virtually move" as leader does cause the other units will not advance until leader does. But if you do not plan to use any "follow" action then the unit will just fly its reference unit path at a relative position [x,y,z] (e.g: two jets fly at [-20,0,z] and [20,0,z] meaning that first will always be placed of the left side and second on the right side of the path).

Then, to create a diamond formation you can use (z = altitude to fly at) for instance:

unit1 (leader): [0,0,z]

unit2: [-10,0,z]

unit3: [10,0,z]

unit4: [0,-10,z]

with a "follow" action for all units except leader that will fly on its own. Check the configuration examples in the demo mission wink_o.gif

I hope it helps

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I've been in trial by error mode learning about your helo script. smile_o.gif Don't worry - your documentation is excellent - it is my complete noobness that is the real problem. smile_o.gif

I have two areas I'm having some problems with.

Getting the helo to slow down enough to actually land at the spot I want it to. Or rather, it appeared as though it was over-shooting the landing marker, and so would just move off to the side.

I have it so it basically works, by placing the "land" waypoint further away from the lz marker, but what I'd like to do is have a waypoint a bit before the "land" waypoint that (ideally) does 2 things - has the helo slow down and fire a weapon at a specific spot. But, I'd be happy to just have one or the other. smile_o.gif

Here is what works (in init line of chopper1):

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

[chopper1, ref1, 1, 4, 0, [0,0,0], [3, "land", 5, [0,0,0], "chop1LZ", [0,0,0]]] exec "\ht\choppers.sqs"

(Also - to confirm - the waypoint numbers in the command start at 1, although the waypoint numbers in the game start at zero, right?)

I've tried something like this:

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

[chopper1, ref1, 1, 4, 0, [0,0,0], [ [2, "", 30, [0,0,0], "", 0] , [3, "land", 5, [0,0,0], "chop1LZ", [0,0,0]]] exec "\ht\choppers.sqs"

To get the chopper to slow down (and some variations of that), but still get errors. I imagine that it is something obvious I'm doing wrong, but I can't figure it out. smile_o.gif

As for the firing, does the "weapon type" mean the weapon name as it is in the config or whatever?

Thanks very much for any help.

PS - if I make the "land" waypoint the last one, I get strange results. Is that because the script designates the last waypoint as the one to "stop" at - so basically it doesn't get to the "land" part? Thanks.

:thumbs:

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Geloxo,

Would you happen to know why when I have a helo that is given a "land" action at a waypoint, and the helo is told to wait a certain amount of time, if anyone disembarks during the wait period, the helo will take off for a second and then land back down at it's marker, causing any AI who were disembarking at the time to die?

Any help is appreciated

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