Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

colonel_klink

Member
  • Content Count

    1136
  • Joined

  • Last visited

  • Medals

Everything posted by colonel_klink

  1. colonel_klink

    Continuous animations - a mini tutorial

    Thanks ,Bratty that has helpd a lot. Cheers Klink
  2. Now I searched both here and at the OFPEC Forums and couldn't find any thing to create a continuous animation for the radar on the blockhouse that i am currently refurbishing while recovering from a sickness (just attacking the simpler addons these days ) Anyway here goes: If people can remember the old radar station I made eons ago.. which was an ambitious project using tank classes to get the animated radar antenna and screen to work.. Once 1.91 came out I have been asked if I was going to update the addon. Well I thought I might, and also make the addon more user friendly in both editor and in map making. The animation is made continuous using the following code: In your config.cpp Class Animations: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Radar { type="rotation"; animPeriod=0.01; selection="radar"; axis="osaradar"; angle0=0; angle1 = 6.283161; }; The addon init eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init = [_this select 0] exec "\addonname\radar.sqs"; And the animation code in radar.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _radar1= _this select 0 #Reset _PosRadar =0 _radar1 animate ["radar", 0] ?(not alive _radar1):goto "exit" #loop ~0.01 _posradar= _posradar + 0.010 _radar1 animate ["radar",_PosRadar] ?(_posradar<=0.99): goto "loop" goto "reset" #Exit exit The above gives a nice steady rotation which doesn't reverse rotate, and continues until the radar is dead. And a piccy:
  3. colonel_klink

    Not another mp5!

    Sounds like a good idea, but for those addon conscious people with 56k modems perhaps a 300+kb download is a little more inviting than a 15+MB one.
  4. colonel_klink

    Not another mp5!

    Yeah I agree there. The Falklands mod was just as an example and not likely to do that (we've spent to much time and research to let it go). That's true and duly noted. I have d/l them all so far and I'm waiting for a gun cabinet to store them in so I can choose a weapon before I go on a mission (without having to kneel on the ground to do so ). Anyway, Chris thanks for your input. Cheers Klink
  5. colonel_klink

    Not another mp5!

    Gimmie a break...It's TRUE!  I probably couldn't count the number of M4 packs/addons out there with my fingers  I'm with you Shashman too many M-4's out there now that BAS have there ones out i find others useless. No offence to addon makers but guys now that one thing is already made and such beautifully why redo it? I guess this means that the Falklands Mod and other mods stop making addons and use what other people have made. Does this mean if someone produces a better M-4 that you will discard BAS' one. The guys weren't going to release it as they had converted it for their own use and I persuaded them to release it. My advice: Either download it or don't.. choice is yours. As a side note: If the guys never release any of their superb models to the community I wont be surprised.
  6. colonel_klink

    Not another mp5!

    Damn, doesn't it even come with a readme.txt file? Â To addweapon/addmagazine the names are as follows: Weapon = spwe_mp5 Magazine = spwe_mp5Mag And the readme.txt is called spwe_mp5.txt, but I'll get them to change the name of it and get them to add the weapon names. Edit* File has been updated with Readme.txt and weapon/magazine names added.
  7. colonel_klink

    Continuous animations - a mini tutorial

    The original radar I made used several models in one addon which included 2 tanks. This made the addon clumsy in the editor. Then I used a different method similar to Brssebs but I still wanted a constant animation that would loop, hence the explanation above. The addons can be placed on a map and animated, however the downside (at the moment) is that the script must be placed in the mission and called from with in the mission. Hopefully there will be a way around this by getting animations to work from within the Island config. I have tried calling the animation script from an island config but until now no luck.. Back to the drawing board i guess.
  8. colonel_klink

    Working fuel gauge

    Might try the getin/getout methods as it as you say would use less cpu. Working on the ida of player and and ai too. As this is useful for aircraft with working animations as well. Thanks
  9. colonel_klink

    Working fuel gauge

    Ever wondered about how much fuel you vehicle is using (supposing the  on screen indicators are not present for the addon)? Here's a way of getting a fuel gauge to work on your plane, car, or boat using the inbuilt fuel command: This presumes you know how to make  gauges in Oxygen. 1. Create the animated objects in O2 i.e. gas needle and axis points in the appropriate lods (driver view and memory) 2. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class aniDipGas { type = "rotation"; animperiod = 5; selection ="diplomaticgas"; axis = "osa diplomaticgas"; angle0=0; angle1= -2.844876; }; angle0 is the start angle of your gas needle ( or Empty mark) angle1 is the end angle of your gas needle (or Full tank mark on the gauge) . Note angle1 is in Radians. If you need to convert degrees to radians get my Degree to Radian convertor here: http://www.dc3d.co.nz/Downloads/OFP/Tools/Degree2Radians.exe 3. The script code in gasgauge.sqs (note this script runs as long as the car is not destroyed): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _lincoln = _this select 0 #Start _lincoln animate ["aniDipGas", 0] #Repeat ~0.001 ?!(isengineon _lincoln): goto "Start" _lincoln animate ["aniDipGas", (fuel vehicle _lincoln)] ?(not alive _lincoln): goto "Exit" goto "Repeat" #Exit exit 4. call the above script from the init eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> init = [_this select 0] exec "\youraddonName\gasgauge.sqs" That's about it.. I think   Have fun.
  10. colonel_klink

    Continuous animations - a mini tutorial

    Bratty. Do you want to add the code here. I've been scratching my head how to get the speed to work with the animations. Cheers Klinkster
  11. colonel_klink

    Explosions that actually cause dammage?

    My guess would be to use a base class such as plane or helicopter.. then the approaching A10, hind, cobra etc should be detected after the weapon is fired.
  12. colonel_klink

    Continuous animations - a mini tutorial

    The newer version will be uploaded soon.
  13. colonel_klink

    Uk farmer who shot burglar freed

    You fire two shots.. One in the air as a warning, the other at the burglar.. Its up to the police to prove which shot was fired first. We've had a similar situation here. I'm on the side of the farmer. Anybody who trespasses on private property deserves what they get. Forget the courts.. 3 years for invading your property wit the intent of God knows what and out in 18 months.. thats a laugh. the moment a person embarks on a career of crime, his/her rights should be forfeited. There is no reason why the victim of a crime should be worse off after the offender has been caught. Bring back the pillory!
  14. colonel_klink

    Limo or what??

    The two guys in the back are seated side by side in the very rear seat. The other two are in the front. So far the rearward facing seats dont have proxies
  15. colonel_klink

    Limo or what??

    The stretched version has a bit of work to do on it and the cargo do face each other. Probably closer to 600 If there is a non menu way of doing it I am open to suggestions (positive ones )
  16. colonel_klink

    Plane engine problems

    Name the prop parts you dont want to see as vrtule staticka and it should make the prop disappear. The blur part should be named vrtule blur.
  17. colonel_klink

    Limo or what??

    It is armoured and will have bullet proof glass, but not impervious to several cases of gelignite A stretched version is planned as well, so that it fits in with the era. Has working wipers, aerial, doors, fuel gauge and some other goodies.
  18. colonel_klink

    More of this!

    SpeedyDonkey wins the prize! It is an outdoor bbq.
  19. colonel_klink

    Limo or what??

    I'm pretty surprised that your cousin has this as it has never been put up even as beta. Hence the reason why she cannot give it to you Yes it is only the animated flags that are preventing me from releasing it, that and some explosion ideas I have been working on. The convertible versions do not have flags, but if someone with the knowledge is willing to help then the flags might work
  20. colonel_klink

    More of this!

    I can do it. Just when?? is the problem
  21. colonel_klink

    More of this!

    Those models were created for trainz. I had plans for them to go into OFP someday. The Big yacht has been in the game but needs a a lot of work to make useable for ofp missions. Conversion of the others probably wouldn't take too much.
  22. colonel_klink

    More of this!

    Actually you are correct about that. However a lot has happened since then. With other commitments, namely mods and other projects. Rest assured this project is not dead. Just needs a bit of work to bring it up to 1.91 standards (animations mainly) and should be released later this year.. or next... or the year after
  23. colonel_klink

    More of this!

    Dang it! My other secret weapon has been revealed! This is being remodelled as it was first made before we could animate stuff. Hoping to release it later this year. In civvy and Defender roles as well as troopship as both troop carrier and medic evac.
  24. colonel_klink

    A-6 series of 2/4 man aircraft

    This will be released when it is 100% finished. I have a CFS panel designer helping create a realistic cockpit, and there will be several other goodies as well. Please be patient as both Dragofire and I want this to be a good addon.
  25. colonel_klink

    Sad news

    Dang it! Lawrie, its a damned shame to go so young. Once more the frailty of the human condition has shown its hand. Rest assured my young friend your contribution to the community will not be forgotten. God be with you.
×