AXE
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Posts posted by AXE
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How far does the grenade fly BTW?
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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

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!!!

   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!
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</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

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ok make sure that "initspeed" is defined in the
cfgweapon section only. In the cfgammo section,
i think you should redefine the maxspeed variable,
because initspeed won't exceed maxspeed (I think)
so add something like
maxSpeed=240;
and see if that makes any difference

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in your cfgammo section of the cpp,
make sure you have:
ThrustTime=0;
for the grenade. Missiles and rockets only smoke when
their engines are in use, and grenades don't have engines
so this should solve your problem

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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.
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</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.
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Apparently you don't have a sense of humour. He was
obviously kidding around.
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Ok, I've got a mod, and it has 4 resolution lods.
However, I don't know how the distance definitions
work for them. for example
lod 1.00
lod 0.10
WTF does this stuff do?
If they are percentages of the OFP view distance, what
number would be maximum? any help would be great.
BTW i did do a search

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try "shotmissile", it doesn't shake vechicles.
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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

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Awsome!!! Beautiful model, perfect sounds, very fun to fly.
A very professional mod. Great job martin!
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</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

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Ack!!! no zip file?
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Is there any way to reduce the shaking that occurs in
all planes (mods and originals)? go fly the a10 to see
what I mean. in the cockpit view the player is shaking
around in his seat!!! Some help please?
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By guided I mean they will track and intercept their target.
The only thing that controls whether a missile is guided
or not it the "maxControlRange" value in the config.cpp.
maxControlRange=5000; would mean guided,
maxControlRange=0; would mean unguided.
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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.
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in o2, make a new lod and define it as View Pilot for
driver, View Cargo for any cargo positions or View
Gunner for the gunner. Also make sure you have a
view geometry lod!
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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

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Thank you very much!
*edit*
It isn't working. are you sure I don't have to add anything
to the cpp? I searched the commented configs and there
are no references to 'horizont' or 'horizont2', which is odd.
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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

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I need at least 2 (preferably 3) horizon balls for the
cockpit of my plane. i know how to do the first one,
but i don't know how to add more or if you can add
more. btw this is a horizon ball:

Any help would be appreciated

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</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
Its almost impossible to control though: youput the nose down for a second and you are in the water!
Wanted known !
in OFP : CONFIGS & SCRIPTING
Posted
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.