xenom
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Posts posted by xenom
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xenom remove image tags when quoting please
ok sorry
@nemesis: uhm... i will try to fix it
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Does anybody have a picture or footage of this happening in real aircraft?imho it would look better if so if it was barely visible, for instance with a transparency figure of 0.25 or so, and timed to fade over the droplets lifetime.
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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Very nice script,but can you please modify it (or add an option to change where do you want the splash to appear) to be near the engines?IMHO Adjustable setting would be better since not all aircraft have engine in the same place. Â

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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Err... it's really not.Try sticking some brackets around the _this select 1 in your original code, Ma'am ;)
this addeventhandler ["killed",{(_this select 1) addRating 3000}]
yes, try

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trigger:activation: none
condition: !(Alive unit)
init: player addRating 3000
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

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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 Â

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@xenom:Looks very nice.
Just put the "water-dust" lines a little bit nearer to the engine.
but wasnt such a script (not completally)in vitjas effect pack?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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Firefox RULEZ
lol
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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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BUZZARD @ June 15 2004,14:41)]and some  cascade? it's too complicated?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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some tunnel?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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explosion sound is "real"?I guess some people put more effort into their addons than others... Â

i ripped the sound from a nuclear test in nevada (Atomic Cannon Test, 1953)

it's very power :>
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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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(!)
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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Cool stuff guys.But I get CTD with a message saying "createvertexbuffer (static,seperate) failed 8876017c - out of memory?"
Running it on a 2.6GhZ PentiumIV with a ATI 9600XT
Any ideas?
cu
Jens
check the virtual memory.
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BUZZARD @ April 28 2004,19:23)]Whoaaaa!!! Â
Â
 
Is that the LST?? Â

yo.. my bomb has 5000000 of damage point....

wizz: the secondary fireballs are not into the primary fireball

fix it
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this bomb can be dropped from F-15, F-14, F-16(not really shure), F-18...besides, ouch, this "stuff" looks really nice, it remembers me the nuclear era (cold war)

mmh.. the B61-10 can be dropped only from F/A 18 or B2 Spirit...
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one small bug. . . when i walked up to the disarmed nuke. i had the option to "get in ride in back"that would be a hellovaride Â

uhm... tnx, i try to fix it


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