Stavanger 0 Posted October 23, 2008 Mirror updated by ePrison.de Handy Tools Rope System pre-release, inkl Hotfix by Geloxo thx for Screens & Regards, Stavanger Share this post Link to post Share on other sites
swtx 42 Posted October 24, 2008 Outstanding work !! Need to figure out how to slow down or stop the choppers, they keep moving foward and upward while the team is roping to the ground. This has a tendency kill most of the team. I wish I was a programmer but unfortunately I'm not. However; Ive done some research, and there was a scripter back in the OFP days named SnYpir. He released a support pack that included a fast roping and helicopter slowdown and stop.sqs. You might take a look at it over at OFPEC and see if it can be adapted to ARMA. Here is the download link for Heli Stop.sqs I hope this generates some good ideas:D Share this post Link to post Share on other sites
geloxo 2 Posted October 25, 2008 Outstanding work !! Â Need to figure out how to slow down or stop the choppers, they keep moving foward and upward while the team is roping to the ground. Â This has a tendency kill most of the team. I wish I was a programmer but unfortunately I'm not. Â However; Ive done some research, and there was a scripter back in the OFP days named SnYpir. Â He released a support pack that included a fast roping and helicopter slowdown and stop.sqs. Â You might take a look at it over at OFPEC and see if it can be adapted to ARMA. Â Here is the download link for Heli Stop.sqs I hope this generates some good ideas:D Very easy: extract HT.pbo, then open "troops_monitor.sqf" under "rope" folder and change "_veh limitspeed 5" to "_veh limitspeed 0". This will stop chopper while troops are on the rope Cheers Share this post Link to post Share on other sites
geloxo 2 Posted November 2, 2008 Hi everybody, Today I bring some more news about the WIP. As I know its hard to configure the scripts I´m working on an editor that will ease this procedure: In the editor you can play around with all old and new options from the scripts, to configure waypoints (red arrows) and the related actions linked to then (blue arrows). As you see, now it´s a matter of some clicks to configure the choppers scripts and also link them to the Handy Tools Radio commands, by means of adding callsigns to the unit that will be used to exchange basic radio messages between units. Most relevant feature is the export and import options, by means of using the great Armalib interface from Kegetys. With this you can export and import the content to your clipboard or even print a written file ready to be used in your mission folder to call the scripts or be used to import content for further usage in the future, as all variables are properly formatted and structured in blocks usable by the scripts. Cheers Share this post Link to post Share on other sites
warpuppy 0 Posted November 2, 2008 @geloxo Man this is brilliant work mate, have been a big fan of your tools will this new editor tools be useable for Jets as well ? can the exported scripts be used on MP as well for intro and outro ? sorry just that i am still trying to get my 2 sqdn of 4 jets to fly in diamond formation - lol anyway many thanks for the work that you are doing Share this post Link to post Share on other sites
maza94 0 Posted November 2, 2008 Fast Roping needs static animation. Share this post Link to post Share on other sites
kremator 1065 Posted November 2, 2008 Geloxo, Can't wait to get my hands on this new stuff ..... keep up the good work mate ! [TAO] Kremator Share this post Link to post Share on other sites
geloxo 2 Posted November 3, 2008 @geloxoMan this is brilliant work mate, have been a big fan of your tools will this new editor tools be useable for Jets as well ? can the exported scripts be used on MP as well for intro and outro ? sorry just that i am still trying to get my 2 sqdn of 4 jets to fly in diamond formation - lol anyway many thanks for the work that you are doing First step will be to consolidate the SP version. I have reworked the old scripts to make them more accurate (helicopters and jets) and added new stuff such as the rope system and the editor (will work for jets too, yeap). This is almost finished but will need some more days to test and improve it. Once this is finished I will think about MP, cause it was out of the initial scope of the addon from the beginning and I may need to test the limitations of all included functionallity, but I guess it would be possible to make it work. Other things I want to add in a short time are the support console, which would allow a player to call those scripts while in a mission, without editing but just using some default configs, for instance to request an Medevac, ammo, extraction, close air support, etc and then experiment with two more issues: IR night vission system which allows to see real heat sources in men or vehicles (I have some ideas to try...) and a virtual AC-130 system (gunner view only, without a model). I also want to make a short video, cause I enjoyed last time a lot preparing the previous ones and this would also be a good oportunity to show all new features on the screen Fast Roping needs static animation. Sorry, I can´t understand what you mean here...  Cheers Share this post Link to post Share on other sites
nikita320106 0 Posted November 3, 2008 addon version would be very interesting) Share this post Link to post Share on other sites
geloxo 2 Posted November 16, 2008 Hello, Fresh news on the tests regarding FLIR system I´m working on. Finally I managed to obtain some nice results after trying several options: Standard cam (night vision during night or just B/W during day) Infrared vision simulation Details on heat sources (notice that jeep lights are not visible for IR light) There are some limitations on the game engine that made me stay on an intermediate state. Unfortunately light management has some limits and you can´t go through them but I think the result is quite nice anyway. It works with all units, is independant from daytime or weather conditions and image brightness and contrast can be adjusted to your needs. I hope you like it  Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 16, 2008 Looking good only sad that trees, bushes and buildings appear with the same color like units. Is it possible to make a kind of "dead object filter" for such things? Share this post Link to post Share on other sites
geloxo 2 Posted November 16, 2008 I didn´t manage to do that. I use a global light to iluminate the scene and it can´t be filtered unless you modify the 3D models (which is not feasable). My first approach was to add single light points to each unit but then I noticed it had a limitation: the more units on the scene the worse result, because some of them didn´t appear to be illuminated unless you came really close to them. So that I had to choose this secondary option. In real life, almost every object drops a small amount of heat to the camera, even buildings and terrain, but I agree this is too much. Well I had to decide to come to an intermediate state according to what is currently possible ingame. Anyway you can still play with the standard black and white camera, which is similar to the one already included in other released addons. The most important feature anyway is that it´s not affected by sun light, moon light or weater. You always get the same image quality. Cheers Share this post Link to post Share on other sites
ADuke 1 Posted November 22, 2008 Can the fastrope function be implemented at the end of a helo's flightpath using the original handytool's flightpath functions? Thanks Share this post Link to post Share on other sites
geloxo 2 Posted November 29, 2008 Can the fastrope function be implemented at the end of a helo's flightpath using the original handytool's flightpath functions?Thanks Yeap, I already finished the new map editor testing. With that new tool you can just create a path and configure the actions on each step easily. The actions include the typical old ones (land, load, unload, attack, etc) plus the rope related ones (fast rope, pick, drop) and some new ones, such as suppress (chopper flys in circles around a target to allow door gunners to provide suppressing fire) By the way, on request, here you have the FLIR system script (current state is still under developement, please consider that). I didn´t notice XAM mod uses a similar approach so, Snake22000, if you read this, probably you find useful to use the part of the code here cause it prevents vehicle lights to turn on Look on the line "//switches nearest vehicles lights" below. Mateck, thanks for the hint. You can freely use it on your tank addon mate. It requires FXCam and keypressing script(included in handy tools) if you are not inside any vehicle. Just execute the script (no configuration is needed) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Monitors IR light for FLIR system (by geloxo) //in order to ensure same lighting conditions, even during daytime, we have to jump to known tested date, during the night (weater or units are not affected by this) _olddate = date; //jumps to tested date (1995 Jan 1st, 24h) setdate [1995, 1, 1, 0, 0]; //attach flir to player vehicle _source = vehicle player; //creates a preview cam if player if not on a vehicle if (not(vehicle player != player)) then { [player,player,[0,-100,50],false,0,""] execVM "\ht\FXcam.sqf"; sleep 0.5; _source = htactcam; }; //Variables _radius = 2000; _ap_standard = 0.05; _bright = 500; _color_standard = 0.0035; //_ir_standard = 1.4; _ir_standard = 10; _ir_color_standard = -0.021; _switchir = false; _aperture = _ap_standard; _color = _color_standard; _ir_bright = _ir_standard; _ir_color = _ir_color_standard; setaperture _aperture; //creates a dummy at ground level to attach lights to it _ground = "ht_rope" createvehiclelocal [0,0,0]; _x = 0; _y = 0; _xoff = 0; _yoff = 0; //global dark light to iluminate terrain and remove shadows _light0 = "#lightpoint" createvehiclelocal [0,0,0]; _light0 setLightBrightness _bright; _light0 setLightAmbient [_color, _color, _color]; _light0 setLightColor [0.0001, 0.0001, 0.0001]; _light0 lightAttachObject [_ground, [0, 0, 1000]]; //global clear lights to iluminate units (four sides of source) _light1 = "#lightpoint" createvehiclelocal [0,0,0]; _light1 setLightBrightness 0; _light1 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light1 setLightColor [1, 1, 1]; _light1 lightAttachObject [_ground, [0, 300, -1000]]; _light2 = "#lightpoint" createvehiclelocal [0,0,0]; _light2 setLightBrightness 0; _light2 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light2 setLightColor [1, 1, 1]; _light2 lightAttachObject [_ground, [-300, 0, -1000]]; _light3 = "#lightpoint" createvehiclelocal [0,0,0]; _light3 setLightBrightness 0; _light3 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light3 setLightColor [1, 1, 1]; _light3 lightAttachObject [_ground, [300, 0, -1000]]; _light4 = "#lightpoint" createvehiclelocal [0,0,0]; _light4 setLightBrightness 0; _light4 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light4 setLightColor [1, 1, 1]; _light4 lightAttachObject [_ground, [0, -300, -1000]]; /////////////////////////////////////////////////////// while {(not(htfxstop)) and (alive player)} do { //acctime must be set to 1 to ensure vehicle lights are not blinking setAccTime 1; //position of source (use a relative position to keep vehicle heading updated and also set light dir according to source) _x = (_source modelToWorld [0,-10,0]) select 0; _y = (_source modelToWorld [0,-10,0]) select 1; _ground setpos [_x, _y, 0]; _ground setdir (getdir _source); //Activates IR if (htkey == 57) then { if (not(_switchir)) then { _switchir = true; _light0 setLightBrightness 0; _light1 setLightBrightness _ir_bright; _light2 setLightBrightness _ir_bright; _light3 setLightBrightness _ir_bright; _light4 setLightBrightness _ir_bright; cuttext ["IR vision On", "plain down"]; } else { _switchir = false; _light0 setLightBrightness _bright; _light1 setLightBrightness 0; _light2 setLightBrightness 0; _light3 setLightBrightness 0; _light4 setLightBrightness 0; cuttext ["IR vision Off", "plain down"]; }; }; if (_switchir) then { //IR color change (only side lights) if ((htkey == 42) and (_ir_color < 1)) then { _ir_color = _ir_color + 0.002; _light1 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light2 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light3 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light4 setLightAmbient [_ir_color, _ir_color, _ir_color]; cuttext [format ["New IR terrain contrast: %1", _ir_color], "plain down"]; }; if ((htkey == 29) and (_ir_color > -0.021)) then { _ir_color = _ir_color - 0.002; _light1 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light2 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light3 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light4 setLightAmbient [_ir_color, _ir_color, _ir_color]; cuttext [format ["New IR terrain contrast: %1", _ir_color], "plain down"]; }; //IR bright change (only side lights) if ((htkey == 75) and (_ir_bright > 0)) then { _ir_bright = _ir_bright - 0.1; _light1 setLightBrightness _ir_bright; _light2 setLightBrightness _ir_bright; _light3 setLightBrightness _ir_bright; _light4 setLightBrightness _ir_bright; cuttext [format ["New IR bright: %1", _ir_bright], "plain down"]; }; if ((htkey == 77) and (_ir_bright < 10)) then { _ir_bright = _ir_bright + 0.1; _light1 setLightBrightness _ir_bright; _light2 setLightBrightness _ir_bright; _light3 setLightBrightness _ir_bright; _light4 setLightBrightness _ir_bright; cuttext [format ["New IR bright: %1", _ir_bright], "plain down"]; }; //switches nearest vehicles lights _targets = nearestObjects [_ground, ["Landvehicle", "Searchlight"], _radius]; _size = (count _targets) - 1; for "_i" from 0 to _size do { (_targets select _i) action ["LIGHTOFF", (_targets select _i)]; }; } else { //main color change (only main light) if ((htkey == 75) and (_color > 0.002)) then { _color = _color - 0.0015; _light0 setLightAmbient [_color, _color, _color]; cuttext [format ["New cam bright: %1", _color], "plain down"]; }; if ((htkey == 77) and (_color < 0.05)) then { _color = _color + 0.0015; _light0 setLightAmbient [_color, _color, _color]; cuttext [format ["New cam bright: %1", _color], "plain down"]; }; }; //aperture change (main system bright) if ((htkey == 72) and (_aperture >= 0.02)) then { _aperture = _aperture - 0.005; setaperture _aperture; cuttext [format ["New cam aperture: %1", _aperture], "plain down"]; }; if ((htkey == 80) and (_aperture <= 0.04)) then { _aperture = _aperture + 0.005; setaperture _aperture; cuttext [format ["New cam aperture: %1", _aperture], "plain down"]; }; //restore visuals if (htkey == 76) then { _aperture = _ap_standard; _color = _color_standard; _ir_bright = _ir_standard; _ir_color = _ir_color_standard; if (_switchir) then { _light1 setLightBrightness _ir_bright; _light2 setLightBrightness _ir_bright; _light3 setLightBrightness _ir_bright; _light4 setLightBrightness _ir_bright; _light1 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light2 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light3 setLightAmbient [_ir_color, _ir_color, _ir_color]; _light4 setLightAmbient [_ir_color, _ir_color, _ir_color]; } else { _light0 setLightAmbient [_color, _color, _color]; }; setaperture _aperture; cuttext ["FLIR visuals restored", "plain down"]; }; htkey = 0; sleep 0.01; }; deletevehicle _ground; deletevehicle _light0; deletevehicle _light1; deletevehicle _light2; deletevehicle _light3; deletevehicle _light4; setaperture -1; //jumps to former date (we ignore time elapsed using IR, as it´s supposed to be small...) setdate _olddate; sleep 0.001; htfxstop = false; To use it execute "handytools.sqs" before to ensure keypresisng script is running (add it to any unit init field, for instance) and the press SPACE to switch from night vission to FLIR modes. Numpad controls, left SHIFT and left CTRL can be used to adjust brightness and aperture Cheers Share this post Link to post Share on other sites