wizzywig
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Everything posted by wizzywig
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i have a launch ship but that might be for a update after we finish stage one
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new texture is Cribban and wildo thanks buddys
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thanks we are getting textures done as we speak im just adding some sound effects to the launcher and othere stuff like the rocket and exsplosion
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Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
so we are both right but you need to be more giving so taht it helps him and dont confuzzzzz the hell out of the poor man any way hope you get it workign mig useing my way or Dschulle's way but i think mine would be less cpu hugging but any way you can find this out for your self good luck buddy wizzywig -
sounds work with playsound but thats global
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nope still no sound at all
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ok ill go try that now gimme 5mins
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Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
ok guessing your not reading what i have put ok ill try again the way i have put stops people form having to do the long way of doing things E.G put all data again in the config of the island instead it allows talented island creators to be able to have all there work animated with out the need for doing any more config work. any way lets not get on to this at it will end up in use both flaming each other and we both know that's not allowed on this board also maybe you helping instead of doing that old hated trick of saying some one is incorrect but not giving a solution to the problem at hand please by all means help MIG out but please don't keep saying my way is not what he asked for as it is it placed his windmill on the map and its animated perfectly. Wizzywig out -
ok i tryed that but i dont get any sound now my config looks like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds { class wizchoke { name="wizchoke"; sound[]={"\Tom\Sounds\choke.ogg",db+10,1}; titles[]={}; }; class tomlaunch { name="tomlaunch"; sound[]={"\Tom\Sounds\launch.ogg",db+10,1}; titles[]={}; }; class tomcover { name="tomcover"; sound[]={"\Tom\Sounds\cover.ogg",db+10,1}; titles[]={}; }; class tompod { name="tompod"; sound[]={"\Tom\Sounds\pod.ogg",db+10,1}; titles[]={}; }; class tompis { name="tompis"; sound[]={"\Tom\Sounds\pis.ogg",db+10,1}; titles[]={}; }; }; and the script using it looks like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_truck = _this select 0 _truck setfuel 0 _truck say "tomcover" _truck animate ["Rightc", 1]; _truck animate ["Leftc", 1]; _truck animate ["coverb", 1]; ~3.2 _truck say "tompod" _truck animate ["pod", 1]; _truck say "tompis" _truck animate ["piston", 1] ~8 [_truck] exec "\GLCMtubes\system.sqs"
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Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
as i know now your not a wrp editor person as you would know that wrp editor dose not use the config of the addon model to my knowledge any way my way eliminates the need to reconfig every model on the map in the maps config and only 1 single line of code is needed to run the farmland objects script and it works in mp as well so please stop with the criticism as im only trying to help a buddy out you know wizzywig -
Here is a list of the features our Tomahawk includes: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">1.  Satcom control system 2.  Map Click Target Marking 3.  Map Click Initial Point marking (defines ingress direction to target) 4.  Automatic waypoint system (maps course between hills and through valleys) 5.  Waypoint manual editing system 6.  True NOE (Nap of Earth) Terrain Following system 7.  Nose camera view 8.  Satalite tracking view 9.  Missile termination option (in case friendlies found at target while missile en-route) 10.  Auto Arming at Terminal Point (warhead will not explode until it is armed) 11.  360° Tomahawk tracking system (in map view) 12.  Warhead selection In camera or satalite tracking view the following information is displayed Altitude: ASL (Above sea level) Altitude: AGL (Above ground level) Air Speed Map Grid Scramble code Next WP WP Distance Target Distance Warhead (See warheads below) Status (Armed – Unarmed) Damage Damage System displayed for various damage levels 1.0 "System Crash" 0.9 "turbojet subsonic engine" 0.8 "System Navigation Scanner" 0.7 "Main fuel tank" 0.6 "terrain matching system" 0.5 "digital scene matching illuminator" 0.4 "infrared imagery sensor" 0.3 "System Guidance" 0.2 "GPS satellite guidance" 0.1 "System damage" 0.0 "System OK" To be Added soon to the display information: Heading of Tomahawk Bearing to Target Here are the current warhead types we have or are working on: Warheads 1.  "Anti Structure HCE"  (High Collateral Effect) 2.  "Bunker Buster LCE" (Low Collateral Effect) 3.  "Aerial Blast HECB" (High Explosive Cluster Bombs) 4.  "Aerial Blast ATCB" (Anti Tank/Armor Cluster Bombs) 5.  "Aerial Blast APCB" (Anti Personel Cluster Bombs) 6.  "Low Yield Tactical Nuclear" 7.  "Poison Gas" If the missile is damaged it currently is set to lose accuracy Possible damage system improvements: Each system can be listed with its % functionality.  As damage occurs the damage will be randomly distributed to various systems and the missile will acutally loose capability in that damaged system.  For example if the Terrain Mapping system is only at 75% the Tomahawk will only have 75% of its normal Nap Of Earth following ability which will make it stray 75% higher and lower in altitude compared to it current settings.
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Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
this is what i am on about with my script it auto places the building with all animations working on the island were you wont them -
wow getting there i have to say i love the first plane in first pic but did notice you need to change the reload time as you can fire 2 at the same time
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getting now but first pic looks way cool thanks buddy
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Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
if you dont get the hang of it contact me on msn at karllawrence@hotmail.com -
Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
ok all is explaned in the script just please the init.sqs in the mission dir on desert and you will see the results look on top of the mounds on the desert island -
Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
ok i have it done its just quick but it works fine have tested with your windmill as well i have done this with lots of other stuff in the past an way hear it is init.sqs (or other script you name) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;place items with animations on a map ;by wizzywig ;place all items on map only ones with animations ;then you should get somthing like this ;{ ;position[]={9879.639648,26.730000,4075.039551}; ;id=0; ;side="WEST"; ;vehicle="SoldierWB"; ;player="PLAYER COMMANDER"; ;leader=1; ;skill=0.600000; ;now to get the corinates you need its simple just remove the middel array ;E.G. = position[]={9879.639648,26.730000,4075.039551} = position[]={9879.639648,4075.039551}; ;now add ,0 after last array E.G. = position[]={9879.639648,4075.039551,0}; ;last thing to do is remove the position[]={ with _name [9879.639648,4075.039551,0] ;in the end you will have "_ame [9879.639648,4075.039551,0]" _cord = [9569.240234,4254.239746,0] _cord1 = [10698.842773,4276.639160,0] _craft = "windmill1" createVehicle _cord _craft1 = "windmill1" createVehicle _cord1 ;then to turn do _craft setdir 60 _craft1 setdir 90 -
Create movement on objects placed in wrp files
wizzywig replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
mig just a idea but this can be done by making a init.sqs or a script run from the island config and just camcreat the windmills useing setpos [ref,ref,ref]. ill go do an exsample for you now ok buddy ill use desert island -
ofp2 :: **FIASOM** Fighting is a state of mind
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launcher is sent outfor texturing thanks Teryan (not any more)from german airwolf
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that will be a future project but yes it would be posible as the tomahwk scripts can be adapted to be use from any launch platform but if you can texture and can help texture the launcher this would speed things up 10*
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had contact from a german texture artist if you are him talk to me mister airwolf dude
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looking forward to it
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whaen is final expected buddy this looks cool
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as i keep saying if there is any one that can texture please contact me on wizzywig@sadness.ro asap its all we are waitign for untill we send out scripts final