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lethal

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Everything posted by lethal

  1. lethal

    Afterburner on su34

    so vectordir describes the direction of movement? i was under the impression that it says where you were pointing your nose at (come to think of it, how come the AB works fine when standing still then?) i only used velocity for direction of movement... and where exactly does vectorup point? i assumed it meant a position straight above and was used for tilted positions? edit: just tested this and the AB's direction is just fine even when stalling, flying backwards, sideways or standing still.
  2. lethal

    Afterburner on su34

    i wish that was the solution i have already done that to prevent the initial stretching that occurs right from the start... additionally i have modified the particles lifetimes to decrease with increased speed and tried ways to fade out particles sooner as speed increases. all that doesn't prevent the kind of stretching one can see when at high speed - my impression is that the actual point of origin of the particles doesn't get updated quickly enough meaning particles get "spawned" already well behind the point they are supposed to appear. this is not related to the position of the actual particlesouce object - it doesn't make any difference at which rate its position gets updated as long as it stays within "range"... here's the code for updating the initial velocity of the particles btw: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> exhaustvector = [ (velocity _this select 0) - ((vectordir _this) select 0)*30, (velocity _this select 1) - ((vectordir _this) select 1)*30, (velocity _this select 2) - ((vectordir _this) select 2)*30 ] as you can see it does exactly what you describe (plus it also works for a non-moving vehicle). oh, and i've also tried modifying the initial velocity (-30*direction+velocity) to be something like this to no avail: (1/speed)*(-30*direction)+velocity that way the trail should even become shorter with increased speed in theory - only it didn't edit: all that is with the "rubbing" parameter set to 0, of course, so that the velocity of the wind rushing by doesn't affect the particles... edit2: argh - I shouldn't be posting when half asleep - i hope the examples are now correct
  3. lethal

    Afterburner on su34

    please ignore - double post
  4. lethal

    Afterburner on su34

    if it won't work in mp, it's not because of that as i'm not using the drop effect - instead the script creates "particlesources" with the createvehicle command which is not local. besides, this method has already been tested and found to be working in the signal.sqf script
  5. lethal

    Afterburner on su34

    what do you mean "doesn't seem to work"? is the effect not showing? is the scceleration not happening? both? does this happen always? sometimes? hasn't happened to me yet, but any details you can give might be helpful in solving this also try binding it to a different key: in "afterburner.sqf" find these two lines:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">finddisplay(46) displayseteventhandler ["Keydown","if ((_this select 1) == 16) then {(vehicle player) setVariable [""_on"",true]}"]; finddisplay(46) displayseteventhandler ["Keyup","if ((_this select 1) == 16) then {(vehicle player) setVariable [""_on"",false]}"]; and change the keycode 16 to a key you'd like. look here for valid keycodes. what kind of keyboard are you using? maybe there's some kind of incompatibility there... to find out the keycode of certain key on your keyboard for sure you can also try this little script on the playerunit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> finddisplay(46) displayseteventhandler ["Keyup","hint format[""code: %1"",_this select 1]"]; finddisplay(46) displayseteventhandler ["KeyDown","hint format[""code: %1"",_this select 1]"]; doesn't work in the init line for some reason so you'll have to make a small script and exec it. it gives you a hint with the keycode everytime you press a key.
  6. lethal

    object ID setdamage

    but then *nobody* would see it
  7. lethal

    Afterburner on su34

    as i keep being asked where to put those files i made a picture to clear that up: you *can* put them elsewhere but you'd have to change the paths inside the "su34effects.sqf" file and, of course, the one in the init field also i'm thinking of having the script search for any 34s in the mission so you won't have to put it into the init of every ac anymore. as for adding the effects to the harrier - it souldn't be much of a problem. turning off the afterburner just takes commenting out one line inside the "su34effects.sqf" file. it's a little bit more work to adjust the position of the other particles but it's only changing a few coordinates, nothing more. and please tell me what you think of the afterburner effect - that is pretty much my main concern right now. i think it looks really ugly at high speed and i'm thinking of disabling it altogether when a certain speed is reached unless i can find a solution to the stretching. I would appreciate any help on that subject
  8. lethal

    Aircraft Waypoint Radius

    try setting a short timeout on the waypoints. it should prevent it from switching to the next one but i'm not sure if it keeps showing the old one... but i think it's worth a shot.
  9. lethal

    Afterburner on su34

    next version ready: - keystroke doesn't use global variable anymore so there's no problem with multiple ac's anymore - new wingtip trail effect - new fuselage vapor effect at high-speed-high-rate manouvering and i've cleaned up the scripts a bit so there's less rendundant code and less unnecessary variables. might be mp-compatible but is untested. download
  10. lethal

    Invincible building

    I combined hit, damaged (and dammaged, too ), and killed but none of them prevented the cumulative damage apparently. you could still destroy the building with rockets... the killed and damaged events fired only when the building finally collapsed and didn't prevent that. i got the debug message i build in and still stared at a pile of rubble
  11. lethal

    Invincible building

    seems like the eventhandlers don't work properly (at least in this case) i suggest you do it differently - i got it working this way: create a file named "protecthotel.sqf" inside your mission folder. contents are as follows (i tried putting that inside the editor but for some reson it doesn't work there...): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hotel = (position _this) nearestobject 64642; hotel addEventHandler ["hit",{call compile "hotel setdamage 0"}]; while {true} do {hotel setdamage 0;sleep 0.5}; now put this in the gamelogic init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nil = this execvm "protecthotel.sqf" this way you're protected against those one-hit-kills and against cumulative damage. i emptied an mi-17s entire magazine into the hotel and it was left standing so i guess it works... plus i've tested against that 100000 loop limit and the loop continued forever sounds like an intense mission btw
  12. lethal

    Get waypoint type

    just a shot in the dark but what kind of "object" is a waypoint anyway? is it possible that it's just an array with the various properties as elements? i'll have to check up on that idea nah - forget i said anything. not useful at all :/ unless "WEST 1-1-A" etc. helps anyone what are those two numbers for anyhow?
  13. lethal

    Invincible building

    mhh.. something strange is going on... i've tried the eventhandler solution and while i don't get an error and the eventhandler fires off (i've put in a hint to check that) it doesn't repair the building. also the damaged eventhandler doesn't fire off at all when i only damage the building (ie. put on one satchel which *should* damage the building... also tried putting the repair stuff into a function via "call compile" to make sure it runs immediately and as quickly as possible but that doesn't make any difference. gonna try the hit eventhandler next. edit: strangely enough the hit eventhandler works even when using 3 satchels at once which normally kills the building. 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">hotel = ((position this) nearestobject 64642); hotel addEventHandler ["hit",{call compile "hotel setdamage 0"}]; put it in the init field of a nearby unit (i used a gamelogic but should work with anything as long as it's reasonably close). yep - works indeed. i've used 6+ satchels at once and the building still stands
  14. lethal

    Invincible building

    let me fire up arma real quick and i take a look for ya
  15. lethal

    Invincible building

    i thought that limitation was lifted? but your solution is better anyway no constant checking necessary...
  16. lethal

    Invincible building

    you could run a simple loop on it that constantly repairs it. something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {true} do {this setdamage 0; sleep 0.5}; not tested but i think that *should* work... just though about it a little more; you say building.. that means you first gotta "get" the building via getnearestbuilding id... create a gamelogic near the building and put this in the init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {true} do {((getpos this) nearestObject <id of building>) setdamage 0; sleep 0.5}
  17. edit: nevermind, i just saw what you were talking about. the first one looks like an old example from ofp. i't been mentioned that you must use nearestobject or nearobjects to find objects in arma, the old way doesn't work anymore. i supect it has to do with the way the new streaming engine manages data (ie. not loading it all at once) here is a link to the old "object" entry in the biki
  18. lethal

    Is there a way..

    there are quite a few wrecks to choose from. browse to the "empty" and then "objects" category when choosing a unit to place and they should show up. dunno if the various editor addons add any, too... you have to have at least one "regular" unit placed to be able to see them i think.
  19. lethal

    Random Insertion Point

    nope, it should work. at least according to what the biki says.
  20. lethal

    Random Insertion Point

    mhh.. interesting.. some languages need to initialize the random number generator first or they would get the same sequence of numbers everytime. don't know if it'll help any but i would try adding a "sleep (random 0.1);" before and see if that makes any difference... edit: not sure but does random 3 give all 4 the same chance of being chosen? i would use "(random 4) - 0.5;" to be absolutely equal. biki says:
  21. looks great in action i'm about to finish up those aircraft particles and might give these a makeover now that i'm more comfortable with it - i'll let you know when i have something for you. if you have any specific things you'd like to see please ask.
  22. Inside any other script if (vehiclename getVariable "ABon") then {......} This way these variables are particular to each aircraft. thanks - thats good advice. i wasn't aware of the getvariable command and didn't know how to overcome this problem, thank you
  23. this is for my afterburner script - the script runs on a vehicle and inside this script there is an intensity variable (0-1) which determines the intensity of the AB effect shown (and also turns it off when below a certain intensity). since there can be more than 1 aircraft displaying the effect i want the keystroke to only affect the aircraft of the player pressing that key. what do i have to look out for - i'm not familiar with the requirements of an mp-environment at all :/ here's a sample of "pseudo"-code of what i'm trying to achive (couldn't post the actual code since some lines in there are way too long ): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {true} do { if ((engineon _aircraft) and (_ABOn)) then { if (_ABintesity < 1) then {_ABIntensity = _ABIntensity + 0.05}; _colorprofile = [r,g,b,a*_ABIntensity]; <do some stuff> if (_ABintensity > 0.3) then {turn on particles} else {turn off particles}; } else { if (_ABintesity > 0) then {_ABIntensity = _ABIntensity - 0.05}; _colorprofile = [r,g,b,a*_ABIntensity]; <do some stuff> if (_ABintensity > 0.3) then {turn on particles} else {turn off particles}; }; sleep 0.1; }; basically i want the keystroke to turn on the varliable _ABOn... but only for the player whos actually pressing the key, not globally.
  24. lethal

    Afterburner on su34

    wingtip condensation trails are in: activated by hard manuevering (ie. changing of direction - up and down, too, of course). thats the closest i could get to aoa but i think it works nicely
  25. lethal

    Afterburner on su34

    edit: nevermind - i think i have a solution instead of doing complex calculation on the aoa i'm just gonna monitor the rate of direction change a *lot* easier if you ask me and it should do the same...
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