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hardrock

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Everything posted by hardrock

  1. hardrock

    New view and aim for bombing

    I don't think that it is able to do that, because you can't check which weapon is selected but maybe it's able to make an action command where you switch to bombing view, and create an HUD similar object on the position where the bombs hit the ground...
  2. yeah that I've planned, you call a script within the aircraft addon I cannot promise that I'll get it but I'll give it a try
  3. yeah I know, but maybe I implement it, though I thought this could work like this: map maker creates a trigger which calls a script (you could set fuel, health, skill etc. as parameters?) at the position of the trigger the plane is created facing to the target, which the player selected by clicking on the map so the mission maker can influence the success of the bombing run, also he can influence the duration between calling plane and bombing run through positioning the trigger far away what d'ya think of it?
  4. I'll see if I'm able to do it, if you're interested
  5. if you'd describe a bit more clearly what you want us to do and please give some explanations of how you think to implement and activate such commands, so i will think about implementing this into my upcoming Eurofighter addon
  6. hardrock

    Global vars in mp

    I know the drill "use search" but I didn't find anything, so here are my questions: If I use some global variables in the scripts of my addon, are they only executed where this unit is local or on the server, FI in a script of my addon MY_GLOBAL_VAR='height of the unit', does it contain a different value on each computer or is it the same? Do I first have to use the public command to make it the same? 2nd: The init command in the cpp isn't executed in MP in versions earlier than 1.92, right? There were some more questions, but I can't remember them at the moment, will post them when I know them Thankful for each answer, Bernhard aka hardrock
  7. hardrock

    Global vars in mp

    ouch, maybe you're right..
  8. hardrock

    Global vars in mp

    thank you very much, rasta finally somebody who knows something bout this damn MP scripting
  9. hardrock

    Global vars in mp?!

    Where are all the people who ever know an answer for everything?
  10. hardrock

    Global vars in mp?!

    I know the drill "use search" but I didn't find anything, so here are my questions: If I use some global variables in the scripts of my addon, are they only executed where this unit is local or on the server, FI in a script of my addon MY_GLOBAL_VAR='height of the unit', does it contain a different value on each computer or is it the same? Do I first have to use the public command to make it the same? 2nd: The init command in the cpp isn't executed in MP in versions earlier than 1.92, right? There were some more questions, but I can't remember them at the moment, will post them when I know them Thankful for each answer, hardrock Edit: Could any admin do me the favour and move this to "addons & mods: discussion" because I think there are more people adviced with the stuff below
  11. hardrock

    Getting vehicles data

    Afterburner is an easy thing to make: You do the whole thing like in the tutorial of colonel klink (http://www.dc3d.org) but you make cones like mine in the picture below you name the whole stuff both 'vrtule' ('vrtule 0' and 'vrtule 1' if you've two engines) and 'vrtule blur' don't forget to make the axis 'osa vrtule' in the Memory LOD then you name the points in the back 'RPM', make an axis somewhere 14 meters up the points, call it 'osa_rpm' now the config.cpp stuff: in cfgModels where it says sections[]={} you rename it 'sections[]={"vrtule blur"}' to get it working then you make a new class in your cfgModels class, called 'IndicatorRPM', I think you know the rest, define the two points 'RPM' and 'osa_rpm' if you already have the indicator in the driverView LOD you have to place 'osa_rpm' (in 0.00 LOD) so that both need the same value at 'angle=' if you've any problems mail me (Email adress on the site in the signature) and with those dammed gyros, I've that problem too but I know it works with planes, have seen it in DKM_BRONCO addon, but dunno how they got it to work
  12. hardrock

    Getting vehicles data

    - RPM value: wherefore do you need it? maybe I know any way to do it otherwise - absolute Z: an easy thing  put that in your script or make a function (*.sqf): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_logic="Logic" camCreate [0,0,0] _logic setPos [getpos _myplane select 0,getpos _myplane select 1,0] // setpos works with absolute height _absZ = (getpos _myplane select 2)-(getpos _logic select 2) // "-" because the logics Z is a negative value camDestroy _logic - controls: tried that one too, for airbrake I only know another way:  write a simple script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#mainloop ?!(alive _plane1) : goto "exit" _spd1 = speed _plane1 ~0.5 _spd2 = speed _plane1 if(_spd2<(_spd1-10)) then {_myplane animate ["brake",1]} else {_myplane animate ["brake",0]} goto "mainloop"  not perfect, but works - gyros: what is that? my english is too bad to know - put other weapons ... : what exactly do you want to do?
  13. hardrock

    Eurofighter typhoon screens

    this system could run on islands with as many runways as you like, you only have to add them to the global arrays the ILS script of the plane should ask if there is more than one runway, and if so it should add some action menu entries to choose the one you like sounds difficult, but is easier than you think i'll see to release a demo mission
  14. I was thinking of improving a new global ILS technology: it's based on 3 arrays: - ILSOBJ carries the carrier object, if it's a base, it's objNull - ILSDIR carries the relative direction of the runway to the carrier if it's a base it carries the absolute direction of the runway - ILSPOS if it's a carrier, that contains the relative position of a point on the beginning of the runway if it's a base, it contains the absolute position of this point you can see that point on the graphics below the first 3 (6 if you take both directions 360 and 180) entries in those 3 arrays are predefined, the islands EVERON,MALDEN and NOGOVA if now somebody wants to add a base or a carrier addon, he just hast to put this in init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ILSOBJ=ILSOBJ+[mycarrier] ILSDIR=ILSDIR+[mydirection] ILSPOS=ILSPOS+[[myxpos],[myypos],[myzpos]] but because of this global method without TAGs it had to be improved together with other addon makers, so what do you think of it? plane addons now had to have that in their init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(count ILSOBJ)>3 : add actionmenuentries for carriers and airbases These actionmenu entries call another script (ILS.sqs): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane=_this select 0 _carrier=_this select 1 _dir=_this select 2 _pos=_this select 3 ?(_carrier==objNull) : goto "startILS" Here some code to slow down and stop the carrier #startILS Here had to be the (individual) code that activates the ILS for the plane ?(Plane is landed) : speedup Carrier so please addon makers give your comments to this idea
  15. hardrock

    Global ils for ofp

    @one: I know there's still no good carrier addon, but if anyone makes a plane addon he could use this feature to make it compatible with all upcoming carrier and plane addons maybe you saw that this system is also for islands editors who could add there static non-carrier runway I'll look to make a demo-mission
  16. hardrock

    Eurofighter typhoon screens

    dammed shashman you're right again, ILS means Instrument Landing System, man 24 hours without sleep ..  puh I was thinking of improving a new global ILS technology: it's based on 3 arrays: - ILSOBJ  carries the carrier object, if it's a base, it's objNull - ILSDIR  carries the relative direction of the runway to the carrier  if it's a base it carries the absolute direction of the runway - ILSPOS  if it's a carrier, that contains the relative position of a point  on the beginning of the runway  if it's a base, it contains the absolute position of this point  you can see that point on the graphics below the first 3 (6 if you take both directions 360 and 180) entries in those 3 arrays are predefined, the islands EVERON,MALDEN and NOGOVA if now somebody wants to add a base or a carrier addon, he just hast to put this in init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ILSOBJ=ILSOBJ+[mycarrier] ILSDIR=ILSDIR+[mydirection] ILSPOS=ILSPOS+[[myxpos],[myypos],[myzpos]] but because of this global method without TAGs it had to be improved together with other addon makers, so what do you think of it? plane addons now had to have that in their init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(count ILSOBJ)>3 : add actionmenuentries for carriers and airbases These actionmenu entries call another script (ILS.sqs): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane=_this select 0 _carrier=_this select 1 _dir=_this select 2 _pos=_this select 3 ?(_carrier==objNull) : goto "startILS" Here some code to slow down and stop the carrier #startILS Here had to be the (individual) code that activates the ILS for the plane ?(Plane is landed) : speedup Carrier so please addon makers give your comments to this idea
  17. hardrock

    Eurofighter typhoon screens

    @Major Gripe: ILS means Infrared Landing System In game it's like this: a horizontal and a vertical line on the HUD which show you if you are to high, to low, on the right or on the left of the landing path you should imagine this path like a line drawn from the beginning of the runway in an angle of approximately 15 degrees (I'm not sure now) in the air
  18. hardrock

    Meet the lod family

    the best way to get to know how to change some selection names in the config.cpp is: download Config.txt 1.46 (it's only v1.46 but that's enough) open it with notepad and search for 'selection=', there you will see the czech names and also the values which have to be changed short introduction in some classes: if you want to have lights on your addon you have to make a reflectors {} class where you define the lights with their selection names. for blinking lights you have to use the original czech names all classes beginning with indicator define the instruments in your cockpit. both the axis and the selection have to be in the same LOD (mostly ViewPilot) cheers hardrock
  19. hardrock

    Eurofighter typhoon screens

    @Architeuthis: I did the cockpit graphics twice and will do them a 3rd time because I'm not happy with them, I hope that matches with your imagination @sxep: noticed that, it's an easy thing to change
  20. hardrock

    Eurofighter typhoon screens

    yeah it will have multiproxies I'm also planning to make the StormShadow guided bomb with waypoint system, but there are some problems because it's not able to create markers in a script...
  21. hardrock

    L/p strela

    I know this was the topic a couple of times ago, but the other posts didn't help me: I have a plane with guided AA missiles, but don't want to use proxies. I defined the points "l strela" and "p strela" in the memory LOD. But: it doesn't work! that I've already tried: setting simulation="shotRocket" / "shotMissile" in the cfgAmmo setting sections=["l strela","p strela"] in cfgModels so please could anybody help me? Anybody had to have this problem before, cause I've seen addons with working strela points but config.bins and ODOL p3ds -> DKM RAH66, so I can't check them (also tried it with hex-editor)... ?
  22. hardrock

    L/p strela

    thanks again, LizardX I knew this way before and was starting to make it like you said, but I know people used these two strela points but don't know how they got it to work... and that would be easier and nicer
  23. hardrock

    L/p strela

    that's not the problem, I know this trick the problem is, when I fire the rockets they still are created at the center of my object, and not at one of the strela points like it should be anybody else who had an idea how to solve this? (sorry for my bad english but I hope sb understands me...)
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