Bullz_eye_on_my_back
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Posts posted by Bullz_eye_on_my_back
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hmm....just a thought here.. if its configured as a vehicle...wouldn't it take a lot of cpu power to setpos the model at the same height through out the game... from my experience all vehicles fall but objects float?
:::::scratching head:::::
would configuring as a machine gun do it? I've seen them float in the air

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I may have to try that vehicle thing! hmmmm.... bomb cams?? Very interesting... ohh i do have a question.. you are working or was working on a ww2 bomber plane? maybe we could set up a bomber postion in the back of the plane and use the dialog for them to target by looking into "sites" or what would be a cam under the plane pointing straight down. then have a button for them to drop the bombs.....
Have the bombing sites with circles showing like equal to 50m radius increments on the ground. Ofcourse the person bombing would have to take in acount the airplane speed and height....

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Hmmm....
Well TYsiEK the reason why they are not all built into one .pbo file is because the camera's scripts can be manipulated for what ever purpose you want. Also, for some reason when setting the position of the addons- the height of the camera view in relation to the addon isn't always the same (especially around buildings). There is a part in the read me file that will tell exactly how to add another camera even if you don't know what the commands are... in that you can tell what files are needed to be changed. The only files you will probably only have to manipulate to move a camera where you want it is...in the files..."positions\stationarycams.sqs"
then a few variables in the
"cameras\sec_cam<#>.sqs" file which should tell you what variables you would need to change
for further function you might have to change a variable in the "rotate_scripts\rotate_scripts<#>.sqs"
I tried to make it as organized as I could... sorry if its hard to use for mission making

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Umm..is there something wrong with the pathways in the mission files??

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Wow you beat me to posting it
hehe!!! I hope everyone likes it!
I'm working on the the placement tool and second version already!!!
::::::nervous:::::: It's my first addon and scripting out there...

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Thanks bratz.... the information pays off most of the time!.
I've been messing with it but its still not working for me
I'm thinking OFP started hating me
loloh well, I think I'm going to make a damaged model and switch them out at the moment. Later for the final versions I'll play with it and might very well have to make it a vehicle class.... now if its a vehicle class i would have the problem with "get in security cams" wouldnt I?
Thanks for the help bratz!!
I'll keep trying!!

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hehe...I'll look into the guns part for the next versions...
Right now I have it set up where you can view them only where the Tvs are positioned....which you could place anywhere...
This way you can set up a command post or headquarters
Ofcourse that part of the script to where you get the action for using them is easy to modify

The posibilities are endless ... I'm hoping this is a jump start for something everyone could add too
I'm thinking about later setting up a dialog to aid in placing the cameras quicker.... where you place it in the vicinity and
use 4 sliders to place it...x,y,z, and direction
then use a button to "view cam" and about 4 sliders to to position the camera in the right spot too

Then it will show the read out...and all you have to do is write it down...go to your files and place in the variable numbers
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Hmmm... How did I know you would be the one answering my question
 Seems like your the Hidden selection master...all that I have looked up on that topic is your posts tellling how to do it Â

I'll get right on that! Yep all of my selections only have one texture file to it! I'll tests it out! Thanks again Bratz
Hopefully I can get it done today and posted up for everyone
here is what ive been working on....it should be in the news section  News site ... operation flashpoint CZ
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Yep!! I have them set up where you can make them stationary or pan back and forth.
The addons are set up where they can be animated to be moving back and forth too... or they can be animated to look either right or left.
I'm making a second camera with no animations that looks directly forward.

Later I think I'll try and set it up with a cam that you can controll to look up or down
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Hey hey!!! I've been working hard for the past few days on something i though OFP was missing! I saw a request for it in the OFP2 forum and thought!! Hey we can do this already!!!
So far- as much as I know, I only have one thing to do to complete it (at least for the first version)...either to figure out hidden selections or make a whole new model to switch as a damaged model
You can see the news and pictures of it that has been posted up on one of the news sites!!
I hope everyone likes the idea...
If you have any suggestions just place them here!
If I can get the models corrected for a damaged look then I can post it up in the next day or two...or possibly today
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I think this would be a nice affect for special ops...

I wouldn't mind seeing small hand held mirrors to flash towards your team member for signalling or something
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Thanks bratz!!! Â I just saw your reply just a little while ago... I've been experimenting ...and learning how to do the hidden selections bit.... but i can't seem to get it right...
I only have 3 LOD's and each selection is named in each one of them 0.000, Geometry, and FireGeometry
I don't have very much experience at all with .cpp's so im thinking it might be my cfgmodels section... i don't know the correct way for a house model or i guess building model...
I understand the idea and workings of the hidden selections idea...but not a great .cpp person... is there any way you could tell me what might be wrong here??
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches
{
class Securitycamws
{
units[] = {house};
weapons[] = {};
requiredVersion = 1.3;
};
};
class CfgModels
{
class default {};
class building: default {};
class Securitycamws: building {
sections[]= { Â "cover","lens","main","neck", "camera" Â };
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Static: Land {};
class Building: Static {};
class NonStrategic: Building {};
class House: NonStrategic {};
class securitycamws: house
{
model="\securitycamws\securitycamws";
armor=10;
vehicleClass="Support";
side=TWest;
scope=public;
displayName="Security Camera Wall Straight";
animated=0
hiddenselections[] ={"cover","lens","main","neck", "camera"};
};
};<span id='postcolor'>
where it says building ...i've tried house...even tried weapon to see if i could get it ...but the selections are still there once in the game.... Â

Thanks again for the help!!! Its soooooo close to being done!! well done for a first version for everyone

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Sorry I forgot to ask... can hidden selections be applied to things set up as houses???
i know you have to have the class cfgmodels part...
then the cfg vehicles....
in my .cpp I only have the cfg vehicles part?? let me post it...
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches
{
class Securitycam
{
units[] = {house};
weapons[] = {};
requiredVersion = 1.3;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Static: Land {};
class Building: Static {};
class NonStrategic: Building {};
class House: NonStrategic {};
class securitycam: house
{
model="\securitycam\securitycam";
armor=250;
vehicleClass="Support";
side=TWest;
scope=public;
displayName="Security Camera";
destrType=destructtree;
animated=1
}
}
<span id='postcolor'>
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hmm...looks like im going to go the route of making hidden selections

now i just have to look up the hidden selections and go at it!
Ive got all of my scripting done ... all that is left is just making this damage look and a big read me file for mission makers

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Thanks for the posts.... yes its a really small addon it only has approx. 90 faces or so ... what would you consider too many polys?
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I'm nearing the finishing touches on a set of addons that I think ofp has been missing...
I'm having a small problem though... when I shoot and kill this addon you can watch it deform and everything but it doesn't really change much in appearance once its done deforming..
so it means a person or player coming upon it might still think its alive/functional and try and waste ammo shooting at it..or reveal their location....
I know I've heard of people making damaged or destroyed LODs but ive never  seen anyone tell how to do this...
I tried searching but couldn't find anything....
Any help would realllly be appreciated!
If I can get this fixed I can probably post it up in a couple of days for everyone to use with a small demo mission to show how to use it
Thanks!!
Bullz

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I was wondering if there was any way that you could tell me how to put up the silverish screen and cross hairs that is displayed on the dialog screen???
I'm not great with camera scripting so i don't really know the borders

If its a texture or textures of some sort, could i kindly use them in the beta im going to post up probably this week. All I have left to do is the dialog interface look and making a sample mission for mission makers to learn from it

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I think one thing that was missing in ofp was the use of fire...
the only time a player could really make a fire is if the fire object was placed in the game...
I think the ability to make fires when ever and anywhere you want would be a great addition...
Also, if this part of the game is being set in vietnam and everything I think a nice touch would be giving the player the ability to set houses and buildings on fire....
They tourched a lot of villages back then! ....
plus you could always smoke the enemies out of hidding!!! hehe

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ok now i feel like an idiot
I looked for that all over the windows... but never looked up at the very top... i guess all my settings got mixed up when i was updating.... thanks for the quick post poet!!! -
Well I just recently upgraded to the 1.91 patch...then i went into the mission editor and well.... clicked to put an object on the map and saw that there isn't any place to put a name or initilization or anything... then i tried everything else and the same thing....
Am I going crazy or blind i guess is the better word??
Is there a way I can name the object and put in commands on initilization??
Or do I need to do a reinstall and go back to previous patches to be able to do this??

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lol...well i might have a system of surveillance cameras for people to put around a base here in a week or so... i have the model made and textured...just need to make the cpp and write the scripts for the use of 8 of them

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I have a hard time trying to figure out in the command menu what is what among all of the items listed when trying to tell the AI to target or mount something....
sometimes there is more than one item in the same direction...
plus the directions are like (2 o'clock...3 o'clock ect.) so then you have to consider the direction your facing or they are facing...
Maybe a better way would be to put the distance of that item to the chosen AI player and for the direction put as compass directions (N,NW,NE, ect.) in relevance of that person's position
ex: 1. T72 [23m] (NW)
If you don't want to place the distance of the object... maybe at least list them in a hiearchy... where first its listed by threat....second by direction...third by distance from person
Just a suggestion

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oops sorry forgot about another thing....
Nuclear (great for melt downs
)mining...
steel plants
ammunition plants
vehicle manufacturing plants...
plus the storing of these resources....
and a way that it collects how much each one holds...just incase one is taken out...you still might have some resources left to go on with construction
Dragon warrior uav
in ADDONS & MODS: COMPLETE
Posted
thanks uiox... i do have another question....
I've created a dialog to help all mission makers or anybody to place the cameras I made...
I've branched it out to be able to move any object or anything in the game with a list of variables that would just require someone to write it down and place it in their script....
I've created a small model to place all the scripts into it...and pbo-ed it....
thing is i can't get it to go to the init.sqs file within the pbo...
which is named Bullzeye.pbo
it doesn't say i have any errors in the bullzeye\resource.cpp file so i think im good there...
to start up the init.sqs file ive put in the player's init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "bullzeye\init.sqs" but it says it can't find the script....
I noticed all of your scripts is made into one nice file... how did you get it to read the init file?