vektorboson
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Everything posted by vektorboson
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Add to this something like Croquet for distributed development. Imagine building an OFP/ArmA-Island collaborative over the net all at the same time, or creating a modell, or whatever. (of course it'd be a lot better if it could be done in ArmA itself...) But that multi-touch-screen stuff is really cool; I hope my university is researching/working on something similar, so I could test it...
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Well, as for Proxies, they have a specific selection name like: proxy:\foo\myproxy.p3d.01 Just change the selection name (but preserve the .01 a.s.o.) But of course it is better to give the proxy a special tagged (OFPEC-Tag) name, and define it in CfgNonAIVehicles. Best is, to name your model filename TAG_weapon.p3d; then you need a class ProxyTAG_weapon, and in the model just proxy:tag_weapon.01 Look into commented config to see how the Maverick for the A10 is defined. The nice thing about this is, you can take your model and put into Oxygen's data3d-directory. Then the proxy works also in bulldozer. If you have further questions, you can PM me in German language.
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Still would be nice if it worked. The FFAR rockets fire from either side just fine, so why not the miniguns? It could be sorted with scripting, but this is something that should be in the game already. I guess there are more important issues to be sorted out though. FFARs are also fixed and forward firing - they can't be put on turrets (at least they couldn't in OFP) or fire in any direction other than the direction the aircraft's model was pointing. FFARs are a different simulation than MGs, so don't try to make the comparison. Sure BIS might have been able to make MGs work like FFARs, but then we wouldn't have had any turrets at all. I'm sorry to add to this "old" comment: It was a pretty valid comparison. All that needs to be done, is a check with every bullet fired and a simple Muzzle = Muzzles( bulletCount modulo (MuzzleCount) ); There is no problem rotating the memory points, as it is already in the engine, and it should not be too hard to count the number of muzzles. All it needs is a "muzzleCount" for the config, and the obligatory memory points. I mean, common, somehow BIS managed to select the correct memory point, from which to fire the rockets? The only problem I see, is, from which muzzle the weapon should be aimed; I'd leave that to the first two muzzle points.
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There was someone on the Mapfact-Forums who was working on such a package manager for OFP, but IIRC he never released it to the public. The dependencies are already in there; no need for an extra file. Just a program that reads the mission file and checks with the registry.
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What there is to understand is that what you're asking has a very high price. Something it appears more than 50% in this thread is not willing to pay. The removal of the current flight-model in favour of the old. That's not we is demanding; he is demanding _both_ FM in ArmA... What he does not understand is, that it is not trivial to implement a FM. And to duplicate the old FM in the new physics-engine is certainly a heavy task. It's a question of priorities, and it's nuts to implement an obsolete FM while there are more important issues. One should instead adapt to the new behaviour; mankind wasn't as it is today, if it could not adapt to new situations...
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Bullshit. This sounds so 80ies style, I realy cant believe someone is still stuck in this cold-war ideology. Well, we, the western heimsphere/NATO, are pumping more money into our military than all other countries together. Just look at the diagram with military expenses. Also, some western countries want to install the anti-missile-shield. Why? Russia is not our enemy. So, it is us, who are stuck in the eighties, as the NATO still exists, although the Warsaw Pact has collapsed. Another example: Iran and Venezuela are building their military up, exactly because they fear invasion from some specific country. It seems, that even Argentina changes its military doctrine to fight a possible invasion from a very advanced enemy. No, you should care! When someone pumps as much money into its military, then either he's using it (true) or wants to use it. The US have a good track record of being in a steady state of war since WW2. Replace Russia with US; Russia has a very low military budget compared to its sheer size (in 2005 we Germans had a bigger budget than Russia!. Instead of criticizing Russia, think about, what could be accomplished, if the NATO and US spend the half of their military budget for something different! I don't like Putin, and I'm in anger, how Schroeder could call him a "lupenrein" democrat... BUT: Putin is under extreme pressure; I wouldn't like to be the president of Russia, as it's basically an ejection seat with others having the finger on the trigger.
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So you're telling these guys, that there was a Mogadishu-Pack released, that was created by one of those guys (Linker Split) ?
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This is a quite uncomplete and bug prone version, and there may be issues with CoC UA support (M113 mortar carrier won't work!. Feel free to modify this addon! Download at http://www.buyarma.com/armaddons/scfbw_artypack.rar http://www.tactical-squad.de/stuff/ofp/addons/scfbw_artypack.rar http://home.arcor.de/vektorboson/res/scfbw_artypack.rar MLODs: http://home.arcor.de/vektorboson/res/scfbw_artymlod.rar Images more: http://home.arcor.de/vektorboson/img/20060910_03.jpg http://home.arcor.de/vektorboson/img/20060910_04.jpg http://home.arcor.de/vektorboson/img/20060810_01.jpg http://home.arcor.de/vektorboson/img/20060807_03.jpg http://home.arcor.de/vektorboson/img/20060810_05.jpg
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Abnormal location of [0,0,0] pos of vehicle
vektorboson replied to chris330's topic in OFP : MISSION EDITING & SCRIPTING
That's actually a really old issue. It's known as the setpos/getpos bug. The problem is that every object has three (or more?) different types of "centers" calculated from its LODs. Ie you have the model center, you have the "calculated" model center (from the most extending vertices) and you have the weighted center (from the Geometry LOD). Now, different scripting commands may use different centers and you get those quirks. -
Ok, References (the & stuff) are pretty easy: They are just some kind of alias for the parameter. You can avoid the ugly pointer syntax with them. Let's say we have the struct car: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> struct car { int foo; int bar; }; Now you make a function, that does changes to the parameter, you pass in. There are two possibilities: By reference and by pointer. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #include <iostream> using namespace std; void makeFoo( car* c ) { c->foo = 0; } void makeFoo2( car& c ) { c.foo = 0; } int main() { car c; c.foo = 5; cout << c.foo << endl; // prints 5 makeFoo( &c ); cout << c.foo << endl; // prints 0 c.foo = 5; cout << c.foo << endl; // prints 5 makeFoo2( c ); cout << c.foo << endl; // prints 0 return 0; } As for operator overloading: Normally you implement them through passing a reference or a "constant reference" (const foo&). Passing by reference has a big advantage over passing by value. You just pass the address to the data (on 32bit systems it's 4 byte, on 64bit systems it's 8byte) instead of the data itself (which can be a lot for complex structs/classes). (Of course the same applies to pointers, but the syntax is uglier) Hope that helps a bit...
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Just a question, what book is this? And why the hell is he using "struct car", instead of just "car"? In C you need to do "struct car", or you make a typedef, so you don't need the struct namespace. But this is C++... In C and C++ an array is a pointer. That example doesn't make sense; or the function has the wrong name. You should call this function getDoubleOf or something like that. If you call a function "increase" I'd expect, that this function actually increases the parameter. Something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> void increase( int& x ) { x++; } Do you mean this: ostream& operator<< ( ostream& str_out, car* & d ) ? Here "d" is a reference to a pointer to a car. So every change you make to d is a change to the pointer, not to the data.
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How about: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> format["%1", getpos _boat] == "[1.#QNAN,1.#QNAN,1.#QNAN]" or you can just operate on one component: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> format["%1", getpos _boat select 0] == "1.#QNAN"
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No, I think I know what it is ....... ever noticed that boats when pushed end on into the water bounce out of the water very strongly ...... well I think the enviroment calcs done by the OFP engine is sending the vehicle at a super-vector through to "no-where". It seems to be amplified by me using a setvelocity[0,0,0] .... weird, you'd think that would stop it. Perhaps you should post your code nevertheless I guess the reason why you die is because you have a very high velocity when being in that special "space". Try to set your velocity to 0,0,0 before setPos'ing, I guess that the gravity force is still working there, but you don't notice it because "NaN + anything = NaN".
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That's funny! The problems you have with that weird position is, that the comparison with NaN will be always false (at least that's what I think...). Now imagine that many conditions will be now always false or true, and thus you get the actions, as the propagated NaN will render radius checks useless. Now, you should look for code that (probably) divides through zero.
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The most funny thing about this: It is true! There are more Combat Photographers to this game, than players
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If they were using copyrighted material (textures,models) from the HALO-Game, well, then it's MS' right to shut them down. If they were doing their textures and models themselves, then it's very wrong, and MS deserves some bashing! As for Legowars/Legawarz: It's just the name, that disturbed Lego, not the Mod. In that case it's "just" a trademark issue.
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That's not true; DirectX (at least up until version 9.0) uses COM for its classes, so every languages that implements COM, can use DirectX (ie D). If a language/implementation doesn't support COM, but the C-conventions, you need to create a C-wrapper around DX and then some headers for your specific language. Nevertheless I prefer OpenGL: Its API is the same since years and years. New Hardware capabilities are being immediately available through Extensions as opposed to DirectX were you either need a new version or some hacks to fully utilize your new hardware. Implementing Shaders is a peace of cake. And especially since MS left the OpenGL-ARB, it can't block the development of new OpenGL-standards anymore.
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Hi Gnat, Nice addons, but there is one thing that bugs me: Could you prefix all your classes with GNT (respective GNT_) for OFPEC-Tag compliance? (this includes vehicle-, weapon- and ammo-classes, well it even extends to the model filenames, as they normally need a CfgModels-entry...) That would be quite nice!
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The sleep-command replaces the "~".
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Well, standards are fine, standards are Ok, but not everyone wants to adhere to them. I'd say, that some single modders or some conspirative teams should work on a standards proposal, post it and then just hope that enough people will accept and implement it in their addons/missions. No need for a committee; modding is just for fun! Â
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Ships won't attack each other
vektorboson replied to havocsquad's topic in OFP : CONFIGS & SCRIPTING
i think this problem was already with Philcommando's Sovremenny in effect. The problem is, that the ships won't fire at anything, that is "below their Guns". -
I'm still pretty undecided about Chavez; I really liked how he called Bush a donkey and "Mr. Danger". But in the other case I don't liked the redrawal of the diplomat in Israel. Nevertheless, there's a reason, why the South American countries are going to the Left: The foreign investors and the Elite in this countries have destroyed the landscape and taken their profits to the US. The inhabitants of Venezuela and Bolivia didn't see anything of the money, that was made with their natural resources. Instead they were left with a ecologic mess. So, turbo-capitalism has only destroyed those countries; now those people are turning against US-style capitalism and elected people like Chavez. Now, since Chavez is in command, the economy is growing, and the poor people will now see something from the profits which are kept in Venezuela. No wonder, the US supported (or initiated?) the coup d'etat of the anti-democratic opposition against Chavez, who was elected by the people (yay for democracy...). As for Cuba: How should their economy work, when there is an embargo for no reason? But it's clear that the US prefers to support far-right despotic countries than commies... EDIT: Here's an interview with Evo Morales: http://service.spiegel.de/cache....00.html
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It would be fully correct, if the dark places were grey, and the illuminated places were colored. This would complicate the pixel shader a little bit, as you would have to desaturate the pixel according to its luminance value. (I think a transfer function/lookup texture could do the trick, without requiring a branch in the shader...)
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They're supposed to work and fit with the BWMod-Addons, so I choose to make them look fit as much as possible.
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Fast Arty Strike Script
vektorboson replied to SouthSaturnDelta's topic in OFP : CONFIGS & SCRIPTING
This get's better and better; I think meanwhile I've seen all possible variations of my name... Â Get the mission along with the script and dialog here: fastArty.rar