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Bullz_eye_on_my_back

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Posts posted by Bullz_eye_on_my_back


  1. For the cypher project that I'm working on, I thought I could posibly make not a "binocular", but a new addon that the player will be able to pick up and will be in their weapons slots (well where the binocular slot is)

    By using the new "binocular" they will appear as lifting it up and looking at it... which will trigger my scripts for viewing the cypher camera ... then possibly set up a new animation of them looking down at it instead....

    I was going to do this, for if it is going to be used in multiplayer... that if someone got killed or wanted to switch control all they have to do is trade the equipment over. Or so that it could be placed in an ammo crate ....

    I was wondering if anyone knew how the binoculars are configured? or I guess the night vision goggles would work too?


  2. Well I do know one way you can find them. You could easily make a script that reads out your x and y coordinates and set it up in a loop so then it will update on your screen. Then all you have to do is drive, walk, fly a heli (could get the height this way) to that location and write down what the coordinates are.

    Just a suggestion biggrin.gif


  3. Hmmm.... I may be totally wrong but you would have to do it manually....

    with _a,_b....._z being your variables

    _num = (_a+_b+_c.....+_z)

    _num = (_num)^(1/3)

    or

    _num = (_a+_b+_c.....+_z)^(1/3)

    I don't have a way to test it at the moment, but i would think that would work. I know the cube root is always the number to the (1/3) power


  4. yep... i know tanks can have turrets that can revolve all the way around, but can heli's too???

    I've made the camera on it a turret, but for some reason its showing the view like 2 meters behind it and on the ground.... and the rotating axis is from that spot too....so the camera flies up in space and down into the ground....

    then ive looked at some configure files for tanks and used the same coefficients for the min and max turning (+90 and +270) but it only seems to rotate in 180 degrees...


  5. Well I think i might have thought of something really simple for my problem... instead of making tons of animations I'm going to try making the camera a gun turret and just have the ai target where the camera is pointing... might have to place an invisible object for it to point at?


  6. ahhh....sweeet....well i've got some work to do..... smile.gif

    Thanks bratz.... especially for the quick response!!

    truly a new found friend! lol

    oh if you want to see what I'm working on you can find it in my posts in both the "mission edditing and scripting" and "addons and mods in progress" just look for the name cypher.... thanks again!!! I may have a few questions when I get to working on it......once i get some time!!! biggrin.gif


  7. I have a little question....

    I'm trying to animate the camera on my cypher for when the script calls for it to tilt up or down. I was trying to get the camera to tilt up or down at the same time, so that the person it would be looking at could see that its looking their direction....

    The question is.... can you animate the same object more than once?

    I have the same camera parts in oxygen named "camup" and "camdown" and the axis that they are rotating about are separate; one set is named "osa_camup" and the other "osa_camdown"

    they are on the same plane but not the same vertices.

    I have the configuration file right, but in the game it will only do the animation "camdown" but not the "camup"

    if this can be done I was going to write a script to turn the camera as its being rotated around in script too

    Thanks!


  8. I have a little question....

    I'm trying to animate the camera on my cypher for when the script calls for it to tilt up or down. I was trying to get the camera to tilt up or down at the same time, so that the person it would be looking at could see that its looking their direction....

    The question is.... can you animate the same object more than once?

    I have the same camera parts in oxygen named "camup" and "camdown" and the axis that they are rotating about are separate; one set is named "osa_camup" and the other "osa_camdown"

    they are on the same plane but not the same vertices.

    I have the configuration file right, but in the game it will only do the animation "camdown" but not the "camup"

    if this can be done I was going to write a script to turn the camera as its being rotated around in script too

    Thanks!


  9. hey hey hey everyone!!!!!

    i have to say, the scripting has taken a while, and is possibly done now (atleast for the first installment)

    All that seems to be left is textures, I've asked several places for help, but haven't recieved any replies yet or interest to help texture.

    If anyone knows anyone that can or you can yourself..... I really need help, because I can't create any textures at all.  

    Anyways here is a couple of screen shots! One of the interface and the other of the model.

    interface.jpg

    cypher.jpg


  10. Thought i would give an update for everyone.  Here are a couple of pictures. One of them is the interface made to control the ai flying the cypher. The other is just a non-textured picture of the addon in game.  

    I still can't find anyone to help with textures. If you know anyone please give them the word. It looks like the only thing holding up sending out the addon is the textures.

    interface.jpg

    cypher.jpg


  11. Hmm...very hard qestion!!!

    I think its good to have some teasers, since it keeps everyone ready to play them. I agree on the whole waiting months and months for them...thats just too much teasing lol.

    On the other hand, if someone was thinking about making an addon, they would know if someone else was working on the same exact thing or not.

    Personally I like taking a couple min. out of the day to check and see what might be coming.


  12. I'm just a newbie at scripting and might be wrong but...

    the script should start off with

    _waittime = _this select 0

    i think the (_) in front of "this" makes it a variable and would solve the error message

    also the "0" cooresponds to the first variable in the "[]" brackets....

    So that if you had more than one variable you wanted then you could do...

    [5,10,3] exec "hillbilly.sqs"

    then you would use

    _waittime = _this select 0 ----> which selects the "5"

    _waittime2 = _this select 1 ---> which selects the "10"

    _waittime3 = _this select 2 ---> which selects the "3"

    and so on.....

    also you could just enter [] exec "hillbilly.sqs" and manually enter the wait time in the script....

    anyways I hope this helps anyone! biggrin.gif


  13. Sam, As far as I know the armor can only be changed in the configure file for the addon. Especially since after the first patch for OFP they took out the command to make a play invinsible. The only option may be to use the set damage.

    Possibly setting up a script to detect the M1A1 getting hit and will add or well subtract the damage by the setdamage command.

    I'll try thinking on it though.


  14. Well, it's coming close to being done in the scripting department for this project.

    With the help of Mark (that created the MFCTI Beta multiplayer missions) I have encorporated in the interface a place where you can designate a specific gridding for the cypher to move to on the map.

    One problem is that. I'm using the command <cyhper domove>

    It gets there to the right spot just fine, but it gets a mind of its own and takes off flying in circles around the area and flies 3 times faster than what it is designated to fly through the configure file.

    Can the stop command work? or maybe make it set a waypoint and but "limit" in its speed?


  15. haha....well seems like im testing it as i go along scripting. There will probably be a beta version since i hope to add more to it later on. Plus im not the greatest modeller in the world, so im sure it could be improved on.

    If you know anyone that knows how to do textures, it would be great if you could possibly drop a line to them that i need some help biggrin.gif


  16. actually not exactly, but the model doesn't have a proxy image of the pilot in it- so therefore you never see a pilot.

    Also, once it gets to the damage point where the pilot would eject an eventhandler imediately beams the pilot to the cooridnates [0,0,0] and sets his damage to 1. So you never see the pilot at all unless you were standing at the [0,0,0] when he is beamed there for a split-second.

    Dschulle has really helped a lot. He looked over my scripts and solved several small problems, and updated his helmetcam script especially for the cypher.

    Through the scripts so far i have made an interface where you can move left/right/back/forwards in small increments. I'm currently working on getting combo list boxes where you can pick the griddings of the map and have it move to that position. Also, you can turn on and off the lights. Pick the direction of heading of either the camera or model (they rotate independently now). The camera can be tilted up or down. You can control the altitude of flight in both moving and hovering modes and land.

    oh and one thing i failed to mention that would be needed is that a new sound would be needed. Right now the sound is an UH60 engine. These things would be a lot quieter!! biggrin.gif

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