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xenom

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Posts posted by xenom


  1. 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 biggrin_o.gif


  2. 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.   wink_o.gif

    yes, i can smile_o.gif

    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 biggrin_o.gif


  3. 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 biggrin_o.gif

    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

    smile_o.gif


  4. 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

    smile_o.gif

    anyway the sintax is wrong; you must call a script in the event handler.

    sorry for bad english  biggrin_o.gif


  5. movingwater.jpg

    movingwater2.jpg

    movingwater4.jpg

    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)

    biggrin_o.gif


  6. 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 biggrin_o.gif

    can you link me the AEF video?


  7. 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.


  8. (!)

    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.. biggrin_o.gif

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