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AXE

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Posts posted by AXE


  1. ok here is how you add an incoming missile warning to an

    addon through it's .cpp.

    1. Put the missile warning sound in the same directory

    as your mod.

    Just for an example, the missile warning sound will be called

    "missilewarn.wav" and the mod directory will be "axeplane1"

    2. In the cpp add:

    class CfgSounds

    {

    class missilewarning

    {

    name="missilewarning";

    sound[]={"\axeplane1\missilewarn.wav",1.00000,1.000000};

    titles[]={};

    };

    };

    make sure the cfgsounds section is not in another section,

    as it is a primary section like cfgammo or cfgvehicles

    3. Ok. The sound should work in OFP. Now add this in the

    cfgvehicles section of the .cpp:

    class EventHandlers

    {

    IncomingMissile = "(_this select 0) say ""missilewarning""";

    };

    4. Now just pbo the directory and try it ingame. The sound

    should play when there is a launched missile targeting you.


  2. Also, there is no way to tell the plane to start inverted,

    so if you put it in the mission editor it would be nose

    down with the wings facing forward. Even if you got it

    inverted, the plane would have to be rotated (not an

    animation but it's position in game) by 90 degrees at takeoff

    so the body would appear to remain in the same position

    with the wings rotating: this is, of course, impossibe sad.gif

    Here is what I would do:

    1. Have the wings rotate on the body.

    2. Have two sets of rotors : one set facing forward and

       one set facing up. This is great because OFP supports

       4 engines.

    3. Using hiddenselections, start the Osprey with the wings

       inverted and the forward facing rotors hidden, and have

       the inverted rotors unhidden.

    4. Using a script simular to Col. Klinks VTOL script make

       the plane take off vertically.

    4. Using a script, just rotate the wings 90 degrees and

       make the inverted rotors hidden. Once the wing animation

       is done, make the forward facing rotors unhidden.

    5. So far this would work, but there would be no rotors visible

       during the wing animation. So what you could do is add

       the blurred rotor object to the wings (I sure hope you

       know about all this vrtule and vrtule blur stuff, otherwise

       this will sound stupid) So when you rotate the wings, the

       blurred rotor image will rotate with the wings, but will NOT

       rotate.

    6. Ok, now i'm not sure if this will work, but if it does then

       this will create a nice effect. Using the rotor blur texture,

       make a set of animated textures (can you even make

       custom animated textures?) And in each frame of the

       animation just have the image rotated a little more. So

       if you have 8 frames in the animation each frame would

       have the image rotated 45 degrees.

    7. Apply the animated texture to the blurred rotor object

       that ROTATES with the wing, do not apply it anywhere

       else. make it so the animated texture rotors are only

       visible when the wing is begin animated, so when the

       wings move you will have the effect of multiple animations!

    8. Ok, so if this all worked, you should have a fully functional

       Osprey will animated wings and rotors, plus all the good

       stuff like rudders and landing gear. Only two downsides:

       1. No animated ailerons or flaps (unless you use hidden

           selections to make them appear only when the wings

           are in the forward position - OMG you could still have

           ailerons and flaps!!!

       2. It would be funny to watch the AI take off!!! smile.gif

          You would have to disable AI, run the VTOL script,

          then the tilt rotor script, and then reactivate the

          AI (is it possible to reactivate AI?)

    Ok there is my Osprey idea!


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ Jan. 30 2003,16:33)</td></tr><tr><td id="QUOTE">Did anyone ever try to solve it the other way around? Make the aircraft rotate around  the engines. The result should be roughly the same. Better still: maybe the aircraft could be given enough power to lift  itself up in a real VTOL takeoff, with minimal scripting.<span id='postcolor'>

    I like the idea of rotating the body, but that would mean

    that you couldn't have ANY animations like rudders or

    landing gear. Also, it is impossible for a plane to fly straight

    upwards on its own like a helicopter, no matter how powerful

    you make the engine it won't work sad.gif


  4. are you talking about how the camera sometimes targets

    the top of plane instead of the center? I found that if

    you have a point in the memory lod named "zamerny",

    the camera will target it. From what i have learned this

    point is for the AI to know the center of the plane so it

    can shoot accurately.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Jan. 29 2003,07:11)</td></tr><tr><td id="QUOTE">I can't explain how it is works. But there is no way to make new RTM for other vehicle. RTM's wont work with aircraft, cars, tanks and boats. It work only with human animations.<span id='postcolor'>

    The scud launcher uses RTM's and I think the DKM

    Comanche uses RTMs for the landing gear.


  6. Here is an idea:

    Make the glowstick model in oxygen, and have it glowing.

    In the cpp, define it as a time bomb. If you can

    change the countdown time (its 30 seconds currently)

    to something like a few hours, and set the damage it

    would do to zero, I think it would work. In your mine detecting

    script, once the minesweeper finds a mine, just have

    unit fire "glowstick"

    then he would put the glowstick on the mine and it would

    be glowing. If you could disable the explosion altogether,

    then after a few hours it would just disappear, simulating

    the glowing effect wearing off. Might be worth a try smile.gif


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (leec @ Jan. 22 2003,15:49)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Koolkid101 @ Jan. 22 2003,03:49)</td></tr><tr><td id="QUOTE">This some sorta scam?<span id='postcolor'>

    No it aint scam, unless you scam me which if that happens you will get sued<span id='postcolor'>

    LOL crappiest court case ever!

    "yes your Honour I paid this guy $200 to rename some

    files. He scammed me somehow, i'm not quite sure how

    exactly, but anyways I want my money back."

    Wouldn't even be worth the price of a lawyer. (unless

    this guy is a lawyer, which wouldn't be too suprising)

    LOL smile.gif


  8. After doing many expirements with proxies, this is what I have

    found:

    1. You can only have one proxied weapon.

    2. If there is a proxy on your model, all guided weapons will

    fire from it.

    3. If you don't have proxies, you must define points "L strela"

    and "P strela". All guided missiles will fire from these two

    points unless there is a proxy on the model.

    4. Unguided rockets will fire from proxies or the points

    "L raketa" and "P raketa".

    That seems to be the rules as far as i can tell. If you find

    something to the contrary PLEASE POST IT!!! It almost

    drove me insane trying to get two guided missile systems

    on a plane, but eventally I gave up.


  9. I was doing a forum search for a different topic, and I

    found an old post that said multiple artificial horizons

    were limited to helicopters because the

    chinook has two and all the original planes have one.

    Its no big deal I quess, I only really need one smile.gif


  10. the proxy is supposed to be loaded in the cfg ammo

    section, not the cfgweapons section. Also, you need

    to remove the // from the line:

    // model = "\Tie_Fighter\laser_ammo";

    because this defines the FIRED ammunition. Proxies aren't

    the fired ammuntion, they actually just disappear and are

    replaced with the fired ammunition model when the weapon

    is fired. Hope this helps smile.gif


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Jan. 14 2003,22:40)</td></tr><tr><td id="QUOTE">Isn't 800kph beyond what OFP will do?<span id='postcolor'>

    I've flown planes at over 15000mph and OFP handled it

    just fine smile.gif Its almost impossible to control though: you

    put the nose down for a second and you are in the water!

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