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Everything posted by colonel_klink
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	Ai assigned to the player works fine, but its the ones outside that wont go to waypoints. Not sure how to give commands to them to go to markers.
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	I've obviously got to much free time the initialisation problem is in my script gives a "division by zero error" caused by the routine to place created units into their respective gun positions. Its no biggee but I see it as a blight upon the scripter (in this case me ) If I can some how trap that.. the scripting is sweet. But as I say its no biggee and is only on the screen for a few seconds. I was actually going to use the nanuchka class corvette model I made ages ago for the test bed, but I had the bofors (Falklands Mod), the brownings (Tiger gunboat) and the Oerlikon (Falklands Mod) and decided to utilise the 3 on a boat that used them. BTW the PT boat is a Huckens. Not many were made, but serves its purpose for the test bed. I'll check out the tank points. thanks philcommando
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	Oh one more issue I forgot to mention is that while AI will drive the boat when part of the player group, damned if I know why ordinary AI won't follow wayppoints. Any suggestions? Apart from the fact that the Ai probably thinks there is another vehicle in the way, I'm stumped at this point.
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	This will work great for river boat types where speed is not an issue. The Vietnam Riverine Forces Monitor ideally suited for this.
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	Some updated pics here:http://www.dc3d.co.nz/Utopia/screenshots.htm The Russian base to the north has yet to be done, and all the stock BIS addons will be removed for the map.
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	Argh me hearties. Is it treasure you seek, Young Jim? Beware! The lure of the secret of Utopia has been the undoing of many a man.. (..and the undoing of a fair maiden or two ) Â Aragh and beghorra! Pieces of eight... pieces of eight... Â
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	Aha the mystery of Utopia deepens.. Whoever has Utopia has the power... What lies beneath that simple tropical isle? Stay tuned...
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	Operation Junction City, February 22 1967. Paratroopers saw action in Vietnam. Soldiers of the 173rd Airborne Brigade were para dropped from 13 C130 aircraft near a hamlet called Katum, 6 clicks from the Cambodian border, and about 42 clicks from Tay Ninh City. The Brigade was led into battle by General "Uncle Jack' Deane who was the first to jump from the lead aircraft. Although the troops encountered no stiff opposition they were engaged in small firefights. The 173rd were known as the Sky Soldiers. The jump above was the only one the Brigade made during their long stay in Vietnam.
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	Just added some new screenies. This time its the Air Defense section. Both weapons are Vietnam era. Vulcan Air Defence System (VADS) M-167
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	the lighthouse on the Utopia site pic is fully workable, and can be entered. a ladder leads to the upper level. Light can be damged apart from the building and a separate series of damaged models is planned.
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	Another screen of the rig. Sorry about the quality Geforce3 is not kind to night graphics in ofp for some reason. The green block on the helideck is a temporary marker for lining up the rig addon and the roadway which is separate. The whole thing is made in separate addon parts which will allow for individual damage to to various parts without having the whole thing crumple. This has taught me a lot about sine and cosine computations, also that setpos'd parts need special attention if an addon had roadway lod.. Hence the seperate roadway addon. I can see some advantages working this way, namely one piece large ships, and other large structures to overcome the 64 meter roadway limitation.
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	I dont have a problem with that, but it is a long way off. I started this about 18 months ago and just add a bit more when I feel like it.
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	Series of pics showing the animated lights on the helipad on the oil rig.
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	No but the Nogova airfield did give me some inspiration. A the moment the base is a bit small, and I will be making it a lot larger and more complex with just HAS' rather than hangers.
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	  Utopia aircraft shelter addoncolonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE Probably could.
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	  Utopia aircraft shelter addoncolonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE look good guys
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	  Fishing boat pack revisitedcolonel_klink replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION lol I think you'd be disappointed in that. I'd have to strip the addon out of the pack and all the other stuff that it works with. Never fear though. Only the damaged and exploded models to do and the whole kit and kaboodle will be released on.. lol you cant catch me out on that one. It will be released when it is ready and a basic mission is made...
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	  Fishing boat pack revisitedcolonel_klink replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION I've got plans to build the Mk V but it wouldn't be for a while, though.
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	Ok the armor for the chopper is 19, the Jawa is 30. Most ofp cars (Skoda e.g.) are 20 and below. I guess the Jawa is set too high in that case, but having said that we'll up the armor in the next release.. Otherwise don't hesitate to depbo and change the armor value.
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	Scenario: Rescue boat toodles off to find a downed pilot marooned on an island. Simple enuff? Problem: Script to detect, from script in rescue boat addon, if the nearestvehicle/object/unit is derived from the man class. By using the following script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _boat = _this select 0 _timer = 200 #loop ~0.001 _person = nearestObject getpos _boat ? ("man" counttype [_person] == 1 && _person distance _boat < 20) : goto "pickup" _timer = _timer-1 ?(_timer>0):goto "loop" exit #Pickup _person assignAsCargo  _Boat _person moveincargo _Boat _boat Sidechat "Passenger on board" exit it only works when the boat has gone on shore and is on top of the rescuee.   Not favourable enuff unfortunately. So any suggestions to detect the guy at a minimum radius from the rescue boat? Oh and I have tried to figure this cos/sin mathematics thingee based upon the direction of the boat and its x,y positions, but it doesn't seem to gel in my old rain very well. P.s. this is for the Police launch with the next fishing boat release.
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	  Detecting "man" class distancecolonel_klink replied to colonel_klink's topic in OFP : CONFIGS & SCRIPTING Or if you want a Sin/Cos formula for finding people infront of the boat, or beside it, I can help you with that too. I'll try that thanks. y the way I would be interested in the sin cos functions to place objects on addons that have to move or change direction with the addon.. edit: It works! That got the guys a$$ off the island. Thanks once again, Korax. The police boat is another step closer to release
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	Okay 1: I've had 8 of them on the roads on Nogova in SP mode and no more lag than having 8 tanks/trucks etc.. Dont know about MP as I'm not an MP player 2: Can the BIS bike be picked up? Probably if the bike has fallen over its too damaged to be used. 3: Not sure on this one I just made the chopper. 4: Possibly the bike accuracy is set too high or low depending on the case. I find if accuracy is set high AI willl attack, otherwise they won't. Whichever way it is its a config entry. As a note the jawa is set at accuracy=0.500000; so it may have to be lowered. 5. Armor is set about the same as a car. It is possible that it could be set lower. However as Asmodeus said the reason weight and armor was increased was for stability. Anyway thanks for your feedback.. It all helps us make a better pack of freewheeling mofo guys for your enjoyment On the question of bike sounds. Try as we may, getting realistic sounds is one thing (I know cos I taped several choppers and trikes to get them), and getting them to sound right in OFP is a another thing entirely. Hopefully OFP2 sound issues will be zero.. We can all live and hope.. If anyone can tell me how to alter sound pitch manually through scripts I'd appreciate it.. thanks
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	  Fishing boat pack revisitedcolonel_klink replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION Still some scripting issues with the addon. I know its taken a while, but I'm learning this as I go along. Sorry no release date.. I found that making announcements like that leads to disappointment, or having to rush the addon out too soon.
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	  Detecting "man" class distancecolonel_klink replied to colonel_klink's topic in OFP : CONFIGS & SCRIPTING This part works no problem. However I dont want to write this code for every "man" type class. What I'm aiming to do is get the rescue boat to pick up any human unit based on the parent class .e.g. "man". No. He doesn't request pickup. That is entirely a different script.
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	  Meekong Delta - The first Non-Alpha!colonel_klink replied to -HC-Para's topic in ADDONS & MODS: COMPLETE Very nice. Not the Meekong as I remember it but all the same this is very good.
