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Bullz_eye_on_my_back

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Posts posted by Bullz_eye_on_my_back


  1. hmm..i didn't know there was an option for the voice thing... i've never heard anyone use it during play...maybe i don't have it set up for it...

    ohh and the jumping....i didn't mean when your fully loaded down! i certainly couldn't do it with all that gear on! lol...if i had to jump for my life then...well i would be dying crazy.gif

    You could always drop your stuff and run!! Then you could jump biggrin.gif

    anyways...i see your point with all the gear and everything....

    What about being able to repell off of cliffs and roofs??


  2. hmm..i didn't know there was an option for the voice thing... i've never heard anyone use it during play...maybe i don't have it set up for it...

    ohh and the jumping....i didn't mean when your fully loaded down! i certainly couldn't do it with all that gear on! lol...if i had to jump for my life then...well i would be dying crazy.gif

    You could always drop your stuff and run!! Then you could jump biggrin.gif

    anyways...i see your point with all the gear and everything....

    What about being able to repell off of cliffs and roofs??


  3. I'm not sure if anyone has suggest this earlier or not...but.....

    it would be really reallllly reallllly nice if you could incorporate the use of headsets and microphones.

    That way you could talk to your teamates or everyone without having to type during a battle. You could keep the options to talk to either your group, side, or global chat on the keyboard. It's a lot easier to tell them specific instructions and places to go or carry out certain actions!!

    ohh....and the ability to jump too!

    thanks


  4. I'm not sure if anyone has suggest this earlier or not...but.....

    it would be really reallllly reallllly nice if you could incorporate the use of headsets and microphones.

    That way you could talk to your teamates or everyone without having to type during a battle. You could keep the options to talk to either your group, side, or global chat on the keyboard. It's a lot easier to tell them specific instructions and places to go or carry out certain actions!!

    ohh....and the ability to jump too!

    thanks


  5. The ability to animate the same named selection more than one time! and to be able to animate rotation points too.....

    also give the option to have the command to perform the animation in the players menu or not biggrin.gif

    that way you could have several animations together and not have a person's action menu filled up with commands that you call simultanously in scripts


  6. The ability to animate the same named selection more than one time! and to be able to animate rotation points too.....

    also give the option to have the command to perform the animation in the players menu or not biggrin.gif

    that way you could have several animations together and not have a person's action menu filled up with commands that you call simultanously in scripts


  7. oops sorry placebo... i didn't see the other thread for OFP2 suggestions!!! confused.gif

    Anyways... there are a few things i would like to see or abilities rather for modeling and scripting.

    1. Wire cutters! That way you can get through fences and barbed-wire without having to run it over or blow it up with satchels (better stealth mode!wink.gif

    2. Flash lights! (on guns, on soldiers hand held, and attachable to turrets or turretable static objects)

    3. constructable bridges

    4. Trailers (with ability to deploy carried machine guns and gun turrets on them)

    For modeling of said trailers....

    1. Have specific names in the Memory LOD where you can place on the trailer one vertice being the "point of attachment" and on another model that would pull the trailer "point of pull" so then you could line them up and then pull them...... maybe have several different types of "points of attachment" (heli transport, 5 ton truck pull, train cars, crane pulls, vehicle pull, or rope pull by soldiers)

    2. have memory points for placing of the carried machine guns or cannons

    scripting....

    1. The ability to get the vehicle's hieghts from the separate "land contact points" and be able to set the hieght (within tolerance of the distances of the points) or velocity of those points. So that pitch and banking could be achieved

    2. The ability to have vehicles (or soldiers) follow specific paths or actual equations. Way points can achieve straight lines but not specific turns. Also have it in 3-D coordinates.... for example (in 2-D) a vehicle traveling the equation y=x^2 would travel in a parabolic path; maybe have a "link" command to link one equation to the another once the first path was completed (then precise flying paths could be made and possibly trains too) it can be done by set position and everything but it eats up lots of cpu

    whew well ill stop there before i write a novel biggrin.gif


  8. oops sorry placebo... i didn't see the other thread for OFP2 suggestions!!! confused.gif

    Anyways... there are a few things i would like to see or abilities rather for modeling and scripting.

    1. Wire cutters! That way you can get through fences and barbed-wire without having to run it over or blow it up with satchels (better stealth mode!wink.gif

    2. Flash lights! (on guns, on soldiers hand held, and attachable to turrets or turretable static objects)

    3. constructable bridges

    4. Trailers (with ability to deploy carried machine guns and gun turrets on them)

    For modeling of said trailers....

    1. Have specific names in the Memory LOD where you can place on the trailer one vertice being the "point of attachment" and on another model that would pull the trailer "point of pull" so then you could line them up and then pull them...... maybe have several different types of "points of attachment" (heli transport, 5 ton truck pull, train cars, crane pulls, vehicle pull, or rope pull by soldiers)

    2. have memory points for placing of the carried machine guns or cannons

    scripting....

    1. The ability to get the vehicle's hieghts from the separate "land contact points" and be able to set the hieght (within tolerance of the distances of the points) or velocity of those points. So that pitch and banking could be achieved

    2. The ability to have vehicles (or soldiers) follow specific paths or actual equations. Way points can achieve straight lines but not specific turns. Also have it in 3-D coordinates.... for example (in 2-D) a vehicle traveling the equation y=x^2 would travel in a parabolic path; maybe have a "link" command to link one equation to the another once the first path was completed (then precise flying paths could be made and possibly trains too) it can be done by set position and everything but it eats up lots of cpu

    whew well ill stop there before i write a novel biggrin.gif


  9. Hey hey!!! I'm a huge OFP fan and probably always will be! I know there is talk and speculation of a second OFP to come out in a year or so. I don't know if its true or anything, but I thought maybe we could help give them some ideas on what we like and would love to see.

    I know there are requests out there for scripting and everything for the next patches, but thought maybe we could place a lot of it in one place....especially if they are going to rework the whole engine to incorporate some of the things we would like to see.....

    anyways! suggest away!!!!


  10. Well, I think I have gotten myself into a doozy of a script!!!

    I'm trying to write a script for finding the nearest antenna to the cypher. The player will have the ability to set up or "build" 5 antennas as long as their command vehicle was alive. I'm thinking each one will have the range of about 2 to 2.5 grid squares around it.

    I'm writting the script to check and find the nearest antenna to the cypher. From there I have to check and see if its alive or not. Then check if the player is within range of the same antenna. If not then it will check for the nearest antenna to the previous antenna, and do the whole check over again about being alive and close to the player, or if its within range of the first antenna. From there it goes through the chain again if its not satisfied - untill it is satisfied...

    Its turning out to be a huge huge hugeeee script through only knowing a way of checking the nearest antenna by archiacly comparing the distances to each other and making command chains down to the right antenna....which would take me about a year to do lol

    i don't think the "nearest object" will work since it only works for 50 meters....plus each antenna is named and it would need to know the name of the nearest antenna....

    does anyone have a better way of finding the nearest object and its name?

    confused.gif


  11. To get your z height just do....

    Getpos <ammo box name here> select 2

    To get the x its the samething, but use "select 0"

    and y you use "select 1"

    For the heading you can do

    _dir = getdir <parachute name>

    <ammo box name> setdir (_dir)

    Likewise with the getpos command ...setvelocity works the same way..

    velocity <name here> select 0

    velocity <name here> select 1

    velocity <name here> select 2

    select o in the x direction

    select 1 in the y direction

    select 2 in the z direction

    To set the velocity you can use:

    <name here> setvelocity [x,y,z]

    I hope this helps smile.gif And even hoping more that I didn't make any mistakes in the answering! biggrin.gif

    Bullz


  12. I'm not sure how feasable it would be with the current game engine and everything. Since it seems that Roll, Pitch, and Banking are not possible...unless objects hit something....

    I just had a lil idea... that possibly there could be a way to set velocities on different sections of an addon? Like the Land contact points have some type of way of processing the terrain independently of each other...

    maybe have it set up where you could in the model (Oxygen) number the land contact points and set velocities independently on each one in scripts...

    From there you could easily make any type of banking or rolling...

    oh well, just a little thought!

    Keep up the good work!

    Bullz


  13. Hmm... thought i would send an update on how the project is going along.....

    I still can't get the "dofire" and "dotarget" or "dowatch" commands to work... it still takes off flying on its own and will only fly at a height of 200m....

    Meanwhile, while trying to figure out that problem I've started on the idea of ussing antennas to create a more strategic use of the cypher.....

    I've created the antennas

    I've made a script to show the strength of the signal recieved from the antenna depending on the distance from cypher. Also I've made it so that it will show the direction the antenna is in relation to the cyphers heading. biggrin.gif

    Next I'm going to work on making a pistol (looking like a hand held gps or something) to use an event handler to start up the "cypher cam".. That way in multiplayer it could be transfered from one person to another by dropping it and giving it to someone, or could be placed in a vehicle or ammo crate biggrin.gif

    I also want to get a command vehicle too...possibly find a great model and get permission to redo the cargo bay to look like a video media station and change a few things on the outside to make it distingishable from the other... ofcourse to view the cypher cam from the vehicle would over ride the hand held controls .... also antennas could be placed in the field from the command vehicle

    does anyone know of a way to use the "dotarget" commands with a heli without it making it move?


  14. hmm...can't seem to get it to work ... ive tried...

    #loop

    _actManPos = GetPos cypher

    _actManDir = getDir cypher

    cypher dowatch [(_actManPos select 0) + (16 * sin _actManDir), (_actManPos select 1) + 16 *cos _actManDir, (_actManPos select 2) +_dz]

    goto "loop"

    and ...

    cypher dowatch ct

    "ct" being the invisible object

    and still can't get it to work....

    The only thing that works is the

    cypher dofire ct

    wink.gif

    "scratching head" the do watch postion seems like it would work better... not sure why its not working though

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