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WKK Gimbal

Bis, will resistance have .... trains?

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I havent talked to them really. As I said, it isnt priority. After one actually get Oxygen its something to ask for. Im just playing around with it, to see if it is a possibility (the new testversion (not available for download) is really sweet, with sounds and all... And one can get killed by it:) but that is a messy buisness to make happen sad.gif)

I know about the speed, one of the reasons I released the early beta was that I wanted feedback on just that.

About controlling the train: Stopping it via an action on the cm menu can be made very simply. But that was not my idea from the start. The train is designed to be part of the scenery, and possibly be used as limited transportation (well, obviously, its already possible smile.gif). But I do not think I will be make it player controlled.

I have recently posted current test version features and planed features in that thread, if you want to look. And it would be nice if you came there to come up with suggestions smile.gif (ad for I44, if you didnt notice wink.gif)

And this is now going offtopic... eh... Oh, yeah:

We want trains in Resistance! smile.gif

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Its pretty cool.... although a bit weird that you use the ingame clock for speed prediction, because as it is now, the train wont go visually faster/slower if u use setacctime.

/edit

Of course i meant, that its weird u didnt implement the acctime in the speed of the train, since if it was.... setacctime would work.

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Great idea Gimbal,

I would love to see a train in OFP, especialy to transport tanks and stuff to other side of island.

I have one question here ... 8 pages of topic and only read the word TUNNEL once confused.gif

I would love tunnels more then bridges !

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ April 15 2002,23:30)</td></tr><tr><td id="QUOTE">Its pretty cool.... although a bit weird that you use the ingame clock for speed prediction, because as it is now, the train wont go visually faster/slower if u use setacctime.

/edit

Of course i meant, that its weird u didnt implement the acctime in the speed of the train, since if it was.... setacctime would work.<span id='postcolor'>

What do you mean? I didnt went for fancy programming, I only used a pause of 0.01 I think between each little move. But shouldnt it then be affected by setacctime? The ingame clock is affected... (setacc 2 and a wait of 1 sec mean you wait 0.5 sec, right? I know I had troubles with it in a cutscene... A ~0.1 waited about 20 secs smile.gif)

Also, its meant you should stare at the train in all its glory, not see it zoom by or go in slowmotion (in other words: I didnt think on it) biggrin.gif

Oh, wait now I understand, it works setting time slower, but only the wait time and not the speed is affected... Which means speed will get screwed smile.gif

Got a nice idea on how the math for speed would look with acctime?

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More side-comedy would be needed for the train add-on. Like, you enter the driver's cab, and you end up sitting next to a Czech train driver armed with an AK-47CZ, and the next thing you hear is "You ugly American boy! Get off my train, now!" biggrin.gif (by the way, can someone PLEEZ tell me the nationality of the civilians on Everon and Malden??? Much appreciated, thanx) smile.gif

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Nationality: Eeeh... Civilian? biggrin.gif

I actually got a trainman for my script now, but he aint Czechian, hes actually german (made him shout out all aboard using a sound from DoD. I have actually no idea what it is he really says smile.gif)

Got another pic, from the finished loading/unloading of vehicles feature at defined waypoints (though Im thinking on adding it only to stations, less arrays, less problems):

trainloaded.jpg

Not advisable to step of in high speed smile.gif

(the reason a jeep is loaded is cause at the moment the jeep is the only thing it can find when searching for something to load)

(Oh, and the greyness wasnt my meaning, its the smoke from the engine, though it made it quite nice smile.gif)

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They are supposedly Czechs.

-> They drive skoda's

-> The resistance fighters use AK47-CZ

-> The television boxes (found in some buildings) have Czech flag

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UNOFICIAL ANSWER:

Civilians on all our island are of course Czechs cause they call pub "Hostinec"  biggrin.gif

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Lol.

Anyway Dawdler... about the setacctime.

Wouldnt it be possibly just to make the speed of the script (setpos) multiplied by getacctime?

So speed would be multiplied by 2,, if the acctime is 2... And of course 0.5 it its 0.5

I havent really studied your train script yet since im at school. Do you have it for download?

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See reply on the I44 forum. Its no need to continue it here.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Erex @ April 17 2002,20:38)</td></tr><tr><td id="QUOTE">UNOFICIAL ANSWER:

Civilians on all our island are of course Czechs cause they call pub "Hostinec"  biggrin.gif<span id='postcolor'>

Is that why they're all so "slow" in their reaction pattern? biggrin.gif

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There could be rail (or, come to think of it, road) bridges and the Resistance could wait for a Russian train to come along. Then they should BLow up the bridge and the cargo train with it, like a lot of soldiers in the jungle did to the Japs in WWII.

It would be hard to place trains in the editor, though.

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I think it would be fun to swurve in fornt of the train until u get ran over. wonder how far you will fly in the air(like what happens with jeeps and LAW launcher).

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hell i just wanna ride one and fight on one youno like on unreal turnament wow.gif

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