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crassus

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Posts posted by crassus


  1. Quote[/b] ]Impossible....

    That's the spirit.  rofl.gif

    Quote[/b] ]Also it is impossible to have turning nose gears with animated wheels in OFP.

    Exactly why I stated, though rather open-ended,

    Quote[/b] ] (If someone can crack the inability to have both nose gear that rotates and has tires that "turn"....)

    Quote[/b] ]Most of the stuff you demand has to be implemented per addon....

    This I understand. I'm asking that those juicy functions (scripts, animations, etc.) listed above, with or without those recommendations I'd made, be packaged separately and made available, allowing other add-on makers to incorporate those scripts, animations, etc. into their birds.

    Quote[/b] ]as opposed to your JAM-like pack
    . Using JAM was a bad analogy, I guess.
    Quote[/b] ]It's called ACES

    From reading the Description at the ACES page, it deals mostly with weapons standardization.....And what your group is doing for such standardization, I'm asking be done, either individually by the add-on makers who've already done the work, or by the makers getting together, even if only temporarily, in some sort of Unified Aircraft Functions Project; or Combined Aircraft Functions Group. If I may paraphrase part of your group's mission statement:

    Quote[/b] ]Thus the addon maker has a lot less of work, since he doesn't have to make his own tire animations, engine-start/shut down scripts and sound files, get-in/-out animations and scripts.....

    Look, I realize all of this, my posting here, may be tedious to some, and I was content to just let this thread die, but I believe sincerely in how beneficial to other add-on makers, would-be and established, this will be.


  2. Included in the many great aircraft add-ons are an impressive number of equally great scripts which enhance their functioning. I'm wondering if it's not too much to ask, in the spirit and format of JAM, and CAVS, add-on builders to pool their scritping efforts into one standard package and make it available to the public.

    Some of the great enhancements we've seen:

    1. Landing gear tires that roll.

    2. Nose gear that rotates, in synch with rudder. (If someone can crack the inability to have both nose gear that rotates and has tires that "turn"....)

    3. Ejection seat sequence, including jettisoning of the canopy (if part of the real sequence), then after a slight delay, the seat(s) ejecting.

    4. Expendable stores and ordnance. We've seen add-ons with fuel tanks we can jettison--why not include the ordnance?

    5. Afterburner: Why not use Vektorbossen's Afterburner script, removing the trigger from the Action Menu (A.M.), and putting it on the keyboard?

    6. Get in/get out: We can open and close the doors, hatches, etc. In one aircraft, DKM's Havoc, the player could not get out ("Get Out" was not available in the Action Menu, the aircraft probably "locked" enabling this scripting) until the canopy was opened. How about the following:

    a) Player cannot get in nor get out unless the door, hatch, etc. is opened using the A.M.

    b) Link the door opening scripts and animations to a new "Get In" Action. In other words,

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">i.   Player moves up to the correct spot to embark the aircraft.

    ii.  "Get In" appears in A.M.

    iii. Selecting "Get In" calls door open anims and moves the player into the aircraft.

    iv.  "Close Door" then becomes available in A.M, along with "Get out", as long as door is still open.

    c) For those aircraft with "odd" embarkation points:

    Quote[/b] ]i.  World War Two fighter aircraft: F4 Corsair,etc. on which the pilot must climb the wing to enter the cockpit: include b. above plus actual climb in/out anims.

    7. "Realistic" engine start and shut down sequences. Some with animated pilots!

    8. Rappelling/fast roping; rescue harnesses; animated winches, etc. (Anyone working on SPIE or STABO?)

    The above list includes those functions which are currently part of add-ons we now use. Also included are my humble suggestions, ideas which may increase further the immersion we get when using the add-ons. I'm hoping, based on the generosity of our esteemed add-on gurus, that those functions (scripts, anims, etc.) can be made publicly available, in a single package, in much the same way as JAM.


  3. Hi, Jblack. Thanks for using the Command Engine.

    Just to confirm some things: you are running Command Engine 1.22, correct? Give me the name of the zipped file you downloaded and from which you extracted the C.E.

    1) ALT+left click to select one of the groups on the map

    2) single left click on the map to bring up the Waypoint dialog.

    3) click Proceed to close the dialog and place the waypoint.

    Drop me a P.M if you like. In case you attract the ire of some Moderator here, go ahead and post directly to our Forum.


  4. Hi, Jblack. Thanks for using the Command Engine.

    Just to confirm some things: you are running Command Engine 1.22, correct? Give me the name of the zipped file you downloaded and from which you extracted the C.E.

    1) ALT+left click to select one of the groups on the map

    2) single left click on the map to bring up the Waypoint dialog.

    3) click Proceed to close the dialog and place the waypoint.

    Drop me a P.M if you like. In case you attract the ire of some Moderator here, go ahead and post directly to our Forum.


  5. Sharp-looking game. I was never one for turn-based games(doesn't that sort of cancel out the "realistic" aspects they're striving for?), but will try it out.

    Looking at some of the screenshots.....Are those Llauma's heads?


  6. I hope for a more mod-able game:

    1) Command(s) to check which weapon actually is in hand

    2) Command(s) to check whether standing, kneeling, or prone.

    3) Allow for user-made dynamic anims to be bound to keystrokes, instead of having them limited to triggers, or the Radio, or Action Menu.

    4) Command to return the nearest object to the player(s) and AI, or unit, etc.


  7. I don't think this one's been mentioned, but "Insertion" will not end. My patrol's just hanging around--in the "Wedge" formation--at the site of our engagement.

    Is there a trigger in place that's waiting for all enemy units to be killed? If so, it's gonna be a long hunt, as I'm the only one moving.

    Edit: a bunch of grunts followed me. I think they came from the same squad as I, but then why did our leader stay in back at the ambush site?

    I/we arrived at the crash site....and we were ordered to find the MIAs, then no, we were ordered to the extract point. I just headed back to my squad leader, thinking he was waiting for me to return so we would all head to the "EZ." Nope, we're still standing around.


  8. Despite entering the code as required:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,8,3] exec "\BWMod_Scripts\helo\nr.sqs"

    or even naming it "helo":

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[helo,8,3] exec "\BWMod_Scripts\helo\nr.sqs"

    the last two digits do not change to 8,3. banghead.gif


  9. Well, it's not funny anymore; it's plain sad. I think I'm pretty intense in my patriotism, and as a former U.S. Marine I would love to see many more Corps add-ons. But to blatantly insult is again, sad, and as you stated, another Mod is working on a USMC version.

    I'm sorry to see some still putting forth an image of the "ugly American."

    .....Okay, back on-topic.

    yay.gif

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