

xenom
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Everything posted by xenom
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I released the final version of my B61-10 in collaboration with Indy. features: -2 modes avaiable for the B61: Free Fall and IR or laserguided -Warning messages -Special explosion effects: -Flash of intense light -Intense light simulating the heat -Shockwave -Mushroom -Dust -Parachute for the free fall bomb -The bomb can be disarmed after launch (the dropped bomb doesn't explode after impact on ground) -Sound of the atomic explosion and of the dropped bomb The complessive radius of the A-bomb is about 1400 meters; -Total destruction (all buildings destroyed): 800-850 meters from the ground zero -Heavy destruction (armored vehicles destroyed or heavy damaged): 1000 meters from the ground zero -Light destruction (pelope died and vehicles light damaged): 1300 meters from the ground zero more info: http://ofp.gamezone.cz/index.php?showthis=6355 download: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/B61-10%20NuclearBomb.zip post here your comments, thanks
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auhauhuhaauha i'm famous sadsada
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ok sorry @nemesis: uhm... i will try to fix it
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It's a nice and interesting script, very usefull and it can be added to all units (but the script is designed for aircrafts) it can show effects of speed on water or sand, the script adds the effect to the missiles too (if the aircraft is armed with missiles). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;[vehicle,height,distance,size max] exec "MovingWater.sqs" ?(_this select 0): goto "missile" _vehicle = _this select 0 _height = (_this select 1) + 10 _distance = _this select 2 _sizeInc = _this select 3 _vehicle addEventHandler ["fired", {[true,_this] exec "MovingWater.sqs"}] goto "next" #missile _fired = _this select 1 _firing = _fired select 0 _ammo = _fired select 4 _vehicle = nearestObject [_firing, _ammo] _height = 15 _distance = 1.5 _sizeInc = 2 #next _sensor = "EmptyDetector" createVehicle [0,0,0] _calcH = {private["_result"]; _sensor setpos [getpos _this select 0, getpos _this select 1, 0]; _result = getpos _sensor select 2; _result}; ;===================================== #mainloop @((getpos _vehicle select 2) < _height) and (speed _vehicle > (90+random(10))) #loop _initH = abs(_vehicle call _calcH) ?_initH >= 2.5: _shape = "cl_basic"; _color = [[0.5,0.46,0.4,0.8],[0.5,0.46,0.4,0.7],[0.5,0.46,0.4,0.6],[0.5,0.46,0.4,0.4]] ?_initH < 2.5: _shape = "cl_water"; _color = [[0.8,0.8,0.85,0.5],[0.8,0.8,0.9,0.4],[0.8,0.8,1,0.3],[0.8,0.8,1,0.2]] _lifetime = (speed _vehicle) / 100 ?((speed _vehicle) <= 1200): _size = (speed _vehicle) / (490 + random(10)) + random(_sizeInc) ?((speed _vehicle) > 1200): _size = 2.6 + random(_sizeInc) _x = (GetPos _vehicle select 0) + _Distance * cos (getDir _vehicle) _y = (GetPos _vehicle select 1) - _Distance * sin (getDir _vehicle) drop [_shape, "", "Billboard", _lifetime, _lifetime, [_x, _y,0], [(velocity _vehicle select 0)/2,(velocity _vehicle select 1)/2,0], 0, 0.195, 0.157, 0.05, [_size,1], _color, [0], 0.1, 0.2, "", "", ""] _x = (GetPos _vehicle select 0) - _Distance * cos (getDir _vehicle) _y = (GetPos _vehicle select 1) + _Distance * sin (getDir _vehicle) drop [_shape, "", "Billboard", _lifetime, _lifetime, [_x, _y,0], [(velocity _vehicle select 0)/2,(velocity _vehicle select 1)/2,0], 0, 0.19, 0.157, 0.05, [_size,1], _color, [0], 0.1, 0.2, "", "", ""] ~0.0001 ?(getpos _vehicle select 2) < _height: goto "loop" ?(alive _vehicle): goto "mainloop" exit you must call the script "MovingWater.sqs", or the script doesn't work. for call script, add this script into the init field of the aircraft: [this,min height of the aircraft to show the effect (m),distance between two wakes,max size of the particles] exec "MovingWater.sqs" (sorry for bad english)
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Indeed one does... just let me upload it. (I'll edit this post when i've done it) EDIT: Here it is, sorry about the quality but meh. [im]http://tow.ofpcentral.com/teamfiles/madmax/F-14.jpg[/img] very good, i will modify the script. tnx. i will apply this effect to missiles too
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yes, i can try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;[vehicle,height,distance,size max, DISTANCE FROM CENTER OF THE AIRPLANE] exec "MovingWater.sqs" ?(_this select 0): goto "missile" _vehicle = _this select 0 _height = (_this select 1) + 10 _distance = _this select 2 _sizeInc = _this select 3 _distanceFromCenter = _this select 4 _vehicle addEventHandler ["fired", {[true,_this] exec "MovingWater.sqs"}] goto "next" #missile _fired = _this select 1 _firing = _fired select 0 _ammo = _fired select 4 _vehicle = nearestObject [_firing, _ammo] _height = 15 _distance = 1.5 _sizeInc = 2 #next _sensor = "EmptyDetector" createVehicle [0,0,0] _calcH = {private["_result"]; _sensor setpos [getpos _this select 0, getpos _this select 1, 0]; _result = getpos _sensor select 2; _result}; ;===================================== #mainloop @((getpos _vehicle select 2) < _height) and (speed _vehicle > (90+random(10))) #loop _initH = abs(_vehicle call _calcH) ?_initH >= 2.5: _shape = "cl_basic"; _color = [[0.5,0.46,0.4,0.8],[0.5,0.46,0.4,0.7],[0.5,0.46,0.4,0.6],[0.5,0.46,0.4,0.4]] ?_initH < 2.5: _shape = "cl_water"; _color = [[0.8,0.8,0.85,0.5],[0.8,0.8,0.9,0.4],[0.8,0.8,1,0.3],[0.8,0.8,1,0.2]] _lifetime = (speed _vehicle) / 100 ?((speed _vehicle) <= 1200): _size = (speed _vehicle) / (490 + random(10)) + random(_sizeInc) ?((speed _vehicle) > 1200): _size = 2.6 + random(_sizeInc) _x = (GetPos _vehicle select 0) + _Distance * cos (getDir _vehicle) _y = (GetPos _vehicle select 1) - _Distance * sin (getDir _vehicle) drop [_shape, "", "Billboard", _lifetime, _lifetime, [_x, _y,0], [(velocity _vehicle select 0)/2,(velocity _vehicle select 1)/2,0], 0, 0.195, 0.157, 0.05, [_size,1], _color, [0], 0.1, 0.2, "", "", ""] _x = ((GetPos _vehicle select 0) - _Distance * cos (getDir _vehicle)) - _DistanceFromCenter _y = ((GetPos _vehicle select 1) + _Distance * sin (getDir _vehicle)) - _DistanceFromCenter drop [_shape, "", "Billboard", _lifetime, _lifetime, [_x, _y,0], [(velocity _vehicle select 0)/2,(velocity _vehicle select 1)/2,0], 0, 0.19, 0.157, 0.05, [_size,1], _color, [0], 0.1, 0.2, "", "", ""] ~0.0001 ?(getpos _vehicle select 2) < _height: goto "loop" ?(alive _vehicle): goto "mainloop" exit ..but i'm not sure that it's work
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Question about AddEventHandler ["Killed",]
xenom replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
yes, try -
Question about AddEventHandler ["Killed",]
xenom replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
No. What if another AI unit on the player's side killed the enemy AI unit? I only want the player's score changed if the player did the kill. it's true, sorry well, you must use the event handler. this is sintax: object addEventHandler ["killed",{_this exec "unitKilled.sqs"}] and then create the "unitKilled" script (i'm not sure, try also use object addEventHandler ["killed",{(_this select 1) addRating 3000}]): _array = _this select 0 _killed = _array select 0 _killer = _array select 1 _killer addrating 3000 exit -
Question about AddEventHandler ["Killed",]
xenom replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
don't use event handler "killed" in this case; add a trigger, place in the condition field: !(alive A), where A is the particular AI unit. in the init flied write the execute command to a script or write a command. simple example: trigger: activation: none condition: !(Alive unit) init: player addRating 3000 anyway the sintax is wrong; you must call a script in the event handler. sorry for bad english  -
Yes, if you talk about this one: (Pics by C4P741N) [Topic of Effect pack] MEDICUS nice, but my script applies the effect to missiles too.
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lol
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i made a new version of my B61-10. now it's very more realistic: explosion sound is real graphic effects simulate a very nuclear explosion. i didn't change the power of the bomb. some screen: http://xenom.altervista.org/Nukes/screenshot76.jpg http://xenom.altervista.org/Nukes/screenshot77.jpg http://xenom.altervista.org/Nukes/screenshot78.jpg http://xenom.altervista.org/Nukes/screenshot79.jpg http://xenom.altervista.org/Nukes/screenshot80.jpg http://xenom.altervista.org/Nukes/screenshot81.jpg http://xenom.altervista.org/Nukes/screenshot82.jpg http://xenom.altervista.org/Nukes/screenshot83.jpg http://xenom.altervista.org/Nukes/screenshot84.jpg http://xenom.altervista.org/Nukes/screenshot85.jpg http://xenom.altervista.org/Nukes/screenshot86.jpg http://xenom.altervista.org/Nukes/screenshot87.jpg http://xenom.altervista.org/Nukes/screenshot88.jpg http://xenom.altervista.org/Nukes/screenshot89.jpg http://xenom.altervista.org/Nukes/screenshot90.jpg http://xenom.altervista.org/Nukes/screenshot91.jpg http://xenom.altervista.org/Nukes/screenshot92.jpg http://xenom.altervista.org/screenshot36.jpg http://xenom.altervista.org/screenshot39.jpg http://xenom.altervista.org/screenshot40.jpg http://xenom.altervista.org/screenshot44.jpg http://xenom.altervista.org/screenshot47.jpg http://xenom.altervista.org/screenshot50.jpg http://xenom.altervista.org/screenshot54.jpg • bugs fixed • shockwave • return wave • mushroom more realistic • real sound • water & land effects coming soon.
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Cascade? You mean a waterfall? Hmm, first and last time I saw one was in that magnificent video from AEF... yes, waterfall, sorry can you link me the AEF video?
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Where would you like to see this "Tunnel" That's what I was thinking besides a tunnel is pretty hard to make. lol ok and some cascade? it's too complicated?
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some tunnel?
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(i haven't read all topic) i want a textbox on the unit proprieties to set the height of the same unit; i don't want to set the altitude by using the "object setpos [getpos this select 0,getpos this select 1,height]" (sorry for bad english)
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i want jump... :| if i want skip an ostacle, i need jump.
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i want call a drop particle with a name (ie: "dropone"), and then i can move the particle by setpos, setvelocituy ecc. (sorry for bad english)
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i ripped the sound from a nuclear test in nevada (Atomic Cannon Test, 1953) it's very power :>
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(!) setXdir - getXdir --> set and get the X axis direction of an object setYdir - getYdir --> set and get the Y axis direction of an object setZdir - setZdir --> set and get the Z axis direction of an object sorry for bad english, i hope that you have been understood..
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check the virtual memory.
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yo.. my bomb has 5000000 of damage point.... wizz: the secondary fireballs are not into the primary fireball fix it
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mmh.. the B61-10 can be dropped only from F/A 18 or B2 Spirit...