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sussmori

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Everything posted by sussmori

  1. sussmori

    Rocket coding

    Ok guys here's a guide to coding rockets. First an explanation of cpp values on launcher: initspeed = the speed in m/s that the rocket is launcher out of the launcher on rocket: maxspeed = used in the formula for calculating acceleration of rocket, NOT the max speed of the rocket thrusttime = the time thrust is applied, ie. the time that the rocket accelerates thrust = thrusttime * 0.7 * maxSpeed, the amount of 'power' applied to rocket for thrusttime, ie. how much it accelerates out of the tube Ok some tests that show interesting aspects of rockets: 1. initspeed=0, thrusttime = 1.5, maxspeed=60, thrust=1.5*60*0.7 this will result in the rocket kinda falling out of the tube (ie. initspeed =0) then accelerating for 1.5 secs up to a speed of 60m/s (quite cool) 2. initspeed=100, thrusttime = 1.5, thrust=0, maxspeed=0 this will result in the rocket being shot out at 100 m/s, then it will rapidly lose speed and fall to the ground. It will not accelerate at all (thrust=0) BUT the rocket will appear to have exhaust coming out the back (thrusttime = 1.5) for 1.5 seconds 3. initspeed = 200, thrusttime = 0, thrust = 0, maxspeed = 0 this will result in the rocket being shot out at 200 m/s, then it will rapidly lose speed and fall to the ground. It will not accelerate at all (thrust=0) and the rocket will NOT have exhaust coming out the back 4. initispeed = 200, thrusttime = 1.5, thrust=300, maxspeed=450 this is similar to ofp rockets, the rocket will be shot out fast at 200m/s and it will accelerate to even faster (>450) because it's already traveling at 200m/s being shot out of the tube Note: the OFP AI cannot fire correctly rockets that are too slow, they tend to fire too high.
  2. Is it possible to make an MG addon without lights at night ? A o2 modeller told me there is nothing in the p3d with lights in the M2 static MG, so I assume it's removed via the addon code. Anyone know how?
  3. The Demo version 1.2 will be released this weekend on Sunday. It will consist of: * Demo Campaign (Invasion of Sicily) * 1 SP Mission * 6 Converted BIS SP Missions * 8 MP Missions * 15 Converted BIS MP missions For more information and a complete list of bug fixes/changes check the website www.invasion44.com We will be having a IRC party on #invasion1944 at Quakenet to celebrate the release. This will begin at 00:00 UTC/GMT Saturday.
  4. sussmori

    Problem of init in addon's eventhandlers

    Not sure why, but I ran into this problem too. In 1.92 The solution provided however did work
  5. sussmori

    Invasion 1944 demo v1.2 + campaign

    V1.2 of Demo has been released. Check www.invasion44.com
  6. Is there a way to code the LAW so that a soldier it will shoot at soldiers?
  7. sussmori

    Law targetting men

    Seems this line: irLock=0; is the important one
  8. sussmori

    Law targetting men

    Thanks mate. Works good. Which part makes him shoot at soldiers? Ie. what bit is diff from standard LAW?
  9. sussmori

    Maxspeed?

    Do a search here for 'rocket coding'
  10. sussmori

    Sounds in addons

    I've had this many times. It means that the .wav file is either not in the very specific format that wss converter requires(sampling rate, mono/stereo, bits) or the .wav file is damaged/corrupted (rare) You can use windows 'sound recorder' to change the format by clicking 'properties'. By memory it's 16bit, mono, 22,050 kHz but I can't be sure
  11. On the theory that a 'soldier' in ofp is like any other vehicle. We coded the soldier to transport magazines like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Inv_Allied_Soldier: SoldierWB { vehicleClass=I44MenClassName; scope=0; transportMaxMagazines=100; transportMaxWeapons=100; } But this results in a strange bug where u can take many magazines but you only seem to have one. The magazines will be removed from the soldier but you only get one even though it appears you take more than one. e.g. you take 3 LAWs from a soldier and in your gear it appears you have 3, but as soon as you fire, you now have no more LAWs in your gear. However, the soldier you took them from has definately 3 LAWs less than before Any ideas?
  12. sussmori

    Using #include "blah.hpp"

    That works. Thanks Excellent way to organized cpps for a mod
  13. Does anyone know how to use the compiler directive #include in an addon pbo? I'm trying to use it like this: #include "\<pbo name>\CfgMovesI44.hpp" in config.cpp with the files "cfgmovesI44.hpp" in my addon directory to prevent my config file from becoming unmanagable. Any ideas? I've seen BIS uses the #include in their config files like this: #include "cfgModels.hpp" #include "cfgMoves.hpp" #include "cfgWeapons.hpp" #include "cfgVehicles.hpp" but i can't get it to work. I get an error about preprocessor error
  14. Is there anyway to add burst modes that are only useable by AI? Eg. you might have short burst, long burst which the AI will use at different ranges..but not make them available to human player who will of course bitch and moan that this gun does't have a mode "long burst"
  15. sussmori

    More ai firing modes

    Yes thats correct. I don't think it's possible
  16. sussmori

    Cost

    I've heard quite a few theories on what 'cost' is but no definate answers. BIS defines in in cfgammo for different ammo types, eg. a normal bullet is cost = 0.05 and a MG bullet is cost = 10 (the values aren't exact). Why this would be in cfgammo i'm not sure. My theory is that the more cost a ammo has, the more the weapon is seen as 'deadly' and thus the more it's targetted by AI. I.e. a MG guy is targetted before a normal guy. This is apposed to: audibleFire visibleFire defined on a vehicle which seems to be related to detecting the vehicle when firing. Maybe also it's related to which the AI will prefer to use. Ie. maybe an ammo with more cost is used first. Any ideas or insights?
  17. sussmori

    Do we need female soldier?

    I was talking about VC specifically, not in general. Not many millitaries had/have women in combat, but the VC definately had them. Do you really think in the jungle of Vietnam it mattered if the women could do push ups? All that mattered was if they could shoot and kill US soldiers. Same with Russia in WW2. That's what happens when your country is overrun by a super power... you use every single resource you can to fight the enemy, women and children included. And obviously it was effective
  18. Yer it's the same for APCs. It's based on the armor value of the vehicle. If you wanted a vehicle to be shot at by small arms but still 'solid'. U can decrease the armor value < 100 and make the armorStructural higher
  19. sussmori

    Do we need female soldier?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Heatseeker @ 30 April 2003,01:30)</td></tr><tr><td id="QUOTE">I vote NO! I dont wanna shoot women and i dont want be shot by womem, how many girls play this game anyway? Stick with realism .<span id='postcolor'> The VC had women in combat. Communism's theme was equality and quite a few women fought and died in the VC. It would be disrepectful to ignore this, esp to assuage the insecurities of teenage boys
  20. sussmori

    Recoilfixed?

    Hi, Does anyone know if recoilfixed is actually a real cpp command? Because BIS doesn't use it and it doesn't seem to do anything. Yet i've read tutorials that say it does.
  21. Make sure in the MG config that the gunnerInAction="blah" AND gunnerAction="blah" are both set, and set the correct animation
  22. That's pretty cool. I wonder if this can work if a 'soldier' is near a vehicle?
  23. sussmori

    Recoilfixed?

    Ah. That sounds promising. I remember seeing something called 'recoilsuffix' in cfgrecoils. I'll investigate, thanks.
  24. sussmori

    Recoilfixed?

    Well it's supposed to be (according to some tutorials) the recoil when lying down. However, i've tried it and it does nothing. OFP will automatically make the recoil less when you kneel or lie down. I have to conclude recoilFixed is NOT a OFP cpp entry.
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