Jump to content

crassus

Member
  • Content Count

    422
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by crassus


  1. Beautiful bird, guys. notworthy.gif Great work.

    Hoping for:

    loud on the outside, relatively quiet in the cockpit rofl.gif

    animated landing gear: tires roll, nose gear turns whistle.gif

    You cant have a nose wheel that turns and rotating tyres unfortunately its a limitations in the game engine - you cant animate an already animated part.

    But the rest isnt a problem smile_o.gif

    Actually, both are possible. The "rotating" tires I've seen on WW2 fighters (I will research who came up with it. I'm guessing it some "animated" texturing trick....). I'm sure some of our WW2 buffs can confirm that.

    As for the nose gear, Frenchpoint's Jaguars, all three variants, have nose gear that turns, in synch with the rudder. (Oddly, their Mirage don't have that function.)


  2. Neph, these are simply outstanding! notworthy.gif

    The feature I'm most impressed with are the NVGs. On paper I have, or rather had wink_o.gif the same features planned: put on/take off and turn on/off anims, and the sound file is a nice bonus. Well, I can scratch that off the to-do list.

    I love that you were able to avoid the "Take off NV Goggles" action that was added when using SJB's (?) NVGs, great as they were....

    I guess you have your .pbos "at Eased", I wanted see how you did it. If you don't mind asking, I'm guessing a night vision RSRC/CUTSRC is executed when the player selects "Turn on..." in the menu?

    Great job! yay.gifyay.gifyay.gifnotworthy.gifnotworthy.gifnotworthy.gif


  3. Anyone run into this: I've uninstalled a lot of game demos and a couple of big apps because the AA installer keeps telling me I've X number of gigs on my C: drive, "not enough" to even begin installing AA, yet I've more than enough! pistols.gif

    I've gone so far as to sit through another download of AA, just to make sure my original copy wasn't corrupted. banghead.gif


  4. Hey, great work, Drabina. The radar structure

    normal_42.jpg

    looks great!

    I see something though, I would change, only because it begs the question: How did the boxes get back there in the first place, i.e. there's no room for lifting vehicles:

    normal_dourdan5.jpg

    I'm referring to the containers at the rear of the building. The area between it and the other structure may accomadate the containers, but.....how did your workers get them back there?

    Perhaps I'm just picking nits. It's all great work you're doing.


  5. Thx a lot guyz smile_o.gif

    ... after a second look on the pic i got an idea

    @Martin: would it be possible to make something like

    a +farmer helo with side pipes (2m on each side) to spray something like *toxics on the field?

    i don't know the right word - in german it's *Schädlingsbekämpfung* ... can you imagine what i mean?

    for the *spray whats coming out of the pipes - im thinking

    at the script for airshow smoke on planes ... or something like this confused_o.gif

    Pesticide? Insecticide?

    I'm sorry, Martin, not to be pushy, but perhaps you didn't see my suggestion? Usually I get a "bugger off, lad, it's not do-able." nener.gif


  6. notworthy.gif

    Outstanding work as always, Martin.

    I'm wondering if you would go a bit further with the animated doors, going the DKM route (the first instance I saw of if anyway) and not allow the player to exit the helo unless the door is opened? In other words, pilot closes door while inside, vehicle is locked, and an action to "Get out" is added (using addAction). Selecting get out would run a script first opening the door, then "unassignVehicle" or whatever the command is to debark the player-pilot.

    (Sorry for the long-winded suggestion.)


  7. At the AC-130:

    I know next to nothing about scripting, but shouldn't you be able to script an orbit to keep it on station?

    Just to echo Rikki Tikki's suggestion, would an "enhanced" orbit script work?

    I see this as an AI-only add-on. The player would click on the map designating the target area, and the gunship would orbit that area, following a lot of "...goto <x,y,>..." orders. Perhaps using one or more Game Logics setPos at specific points to describe a circle and at specific time intervals to enable and maintain the appropriate bank to the left.


  8. Are you considering incorporating Itweas' Ninja swimming scripting into your soldiers?

    I think it's high time that any new soldiers produced be swim "qualified." For some of your SpecOps soldiers please consider, if you've not already, Chain of Command's Diver scripting.

    If your able, combine the two, so that it's possible for the soldiers to swim below the surface (using CoC Diver scripting) yet still need to surface for air and still continue swimming (Itweas' Swimming).

    Also, someone had written a script to allow AI divers to follow the player/leader while in the water.

×