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

    Col. klink's psuedo proxy missile tute

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I assume this trick can be done on not just tank class objects, right? Chopperclass too? <span id='postcolor'> Yes it can. I am using it on the drop tanks of the A4. There is a problem that I have to sort, but at least some progress is better than no progress.
  2. colonel_klink

    Sliding door anim

    Hey guys here's a tutorial I have cooked up that explains how I used setobject texture in my upcoming Hawk Missile System Col. Klink's Psuedo Proxy Tutorial
  3. colonel_klink

    Detecting auto pilot

    Ok guys, anyone out there know how to detect when an aircraft (player as pilot) is in auto pilot landing mode?
  4. colonel_klink

    Detecting auto pilot

    Hmm the problem still exists. I guess the hardcoding of the auto pilot makes this harder to detect.
  5. colonel_klink

    Backup your models

    Try Stellar addon compiler. It has less mouse clicks and does the same job as PBOtool and remembers your last addon and the OFP addon folder location. Find it here:Stellar. Visit Stellar Information. If you need VB6 runtimes get them here: VB6 Runtimes
  6. colonel_klink

    Detecting auto pilot

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ Feb. 17 2003,13:32)</td></tr><tr><td id="QUOTE">Ive had a kwik look at this and nothing springs to mind except a workaround. This could be a script which waits until the plane's altitude is (<min height) and speed is (<max speed) and animationphase of gear is up. And then a visible or audible warning to manually lower the gear? And maybe a forced lowering if the height is really low? Or is it possible to remove the Autolanding option and add it again as your own addaction with extra parameters? I just tested this and if you can remove the standard "autoland" action then your script can do whatever you need to pop the gear down, just using the action ["land"] and the extra lines. Im afraid I dont know how to rmove the default action in the list or to modify its effects. TJ<span id='postcolor'> At the mopment I am using a gearup/geardown script based on the altitude and speed, however the gears go up and down automatically whenever the plane takes off and lands regardless of the autopilot, player or AI pilots. I guess this is a workaround, but it overides the Player manually lowering raising the gear. I have tried killing the autopilot action, but have been unsuccessful. Detecting when the autopilot is engaged would be the perfect solution still, though. I guess we'll keep experiemnting.
  7. colonel_klink

    Detecting auto pilot

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Try is it working with action condition. I mean "player action [ACTIONNAME]" as condition .<span id='postcolor'> Yeah its the built in auto pilot land action. I have a custom action for the gear on my planes that overirides the usual gear actions, which means the auto pilot actions dont operate the gear. So if I can detect when the auto pilot is on/off i can script in the gear animations.
  8. colonel_klink

    Need help with proxy bombs

    I've been following this thread guys, but when I drop 2 bombs the second still kicks ahead. I notice this happens on the a10 as well when multiple bombs are dropped.
  9. colonel_klink

    Build an airplane tutorial

    Here's an intro to modelling an airplane in Oxygen. To make this model ensure you have read the excellent tutorials by Zwader, Scorpio and Vixer BEFORE attempting this tutorial. Colonel_Klink's Tutorial Pages This tutorial will be a growing series beginning a model from scratch and getting it to fly in OFP. Enjoy
  10. colonel_klink

    Build an airplane tutorial

    Hi DragoFire No news on an update sorry. I have just returned to school (a 50 year in shorts and socks pulled up... erk!, to learn 3d animation, film scripting sound and editing, so my time on my home comp is somewhat limited. I will however update as soon as I have some free time. As for the animated leading edge, it is no different than the custom gear tutorial on my website.. just need to set object and pivot names and animate them. I use a script called from the config file that only operates the leading edge automatically at certain speeds. Hope this is helpful.
  11. colonel_klink

    Look at this!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">i have a VTOL script... with it u can take off, land, fly to correct speed to set to normal mode... very sweet! i even used the script for a car.... very funny.... only prob with it is then if u exit the vehicle it will stay where it is... forever even when destoryed it will still be there... i think it the the same script they are using for the harrier... enless they have updated it... <span id='postcolor'> Yes I think it is the same script. I am doing extensive changes to it in regards to landing/abandoning and crashing. Also working on an auto land script which should allow the ai to land vertically on designated vtol pads (similar to the H pad). What the harrier needs is a script that will allow hover similar to the helicopter hover. The biggest problem I see at the present time is slowing an aircraft from say 400kph to 0 to land. But I guess with a bit of work anything is possible. Apart from that normal takeoff and landing is done along with conventional autopilot landing. Pitch and roll cannot AFAIK be implemnted using scripts.
  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And you cant help that people ask where the harrier from Klink is when they saw that last pic  <span id='postcolor'> Point taken. However some addons are work in progress and screenies are put up to keep the interest. You will notice that I no longer put a release date on any addons, as there are a lot of things as #### mentioned that cause delays. Example: the A4 took only one day to model in O2, but texturing, scripting and testing takes time, then when released (as a public beta) more time is spent on the addon. Fortunately what I have learned from the A4 makes the harrier development time that much quicker. But as #### mentioned Mod/Addon makers have lives outside of the game. this must take precedence. Example: for the last six months I have  devoted some 12 to 14 hours a day on learning how to model and texture. I could afford this because I am semi retired.. however ror the next 3 years I am going back to college to learn animating and more 3d modelling. I enjoy model making and seeing an addon flying/driving/shooting/crashing? being used in the game around the world has brought me much pleasure. This I am sure will continue as I continue to make addons for the Falklands mod. All I ask, and I ask this on behalf of all addon makers, is that those who enjoy addons please give addon makers some slack. Support us and we will continue to support you.
  13. colonel_klink

    Falklands mod progress

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I say that if you're going to let someone fly Harriers or helos off your carrier, by God you'd better let them do it right and proper! <span id='postcolor'> And if they damn well don't, the Klinkster's not making any more harriers or helos.
  14. colonel_klink

    New type of addon...

    I have experimented with a floatplane. Two models: one a 'boat class' aeroplane with its twin a 'plane class' aeroplane. So far I have only taken off from water switching the models using createvehicle at a certain speed and giving the 2nd plane a boost with setvelocity. It looks effective except there is a slight lag when switching vehicles. Also any outside view reverts to a behind the model view. Cockpit view little noticeable difference except the 2nd plane has to turn its engines on. One way around this is to have the engineon as soon as the switch takes place. And all this can be accomplished using scripts inside the addon.
  15. You will probably find the some people (myself included) have a number of addons under construction, but because of commitments to mod teams, personal projects take a back seat. I strive to keep a balance between mod commitments and my own projects. And textures probably take at least 60 to 70 percent of an addons construction time, so quite often the addon will be made, tested in OFP, but uncompleted because of the time it takes to do textures.
  16. colonel_klink

    A-4 skyhawk rerelease

    Why not add another ground attack version? Armed with the m82s and ffars?
  17. colonel_klink

    A-4 skyhawk rerelease

    Ok the loadouts on the next version are as accurate as the inforamtion I have. Rest assured there will only be two bombs on the outer wing pylons.
  18. colonel_klink

    A-4 skyhawk rerelease

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> target box showed a diamond when the bomb release point was reached.<span id='postcolor'> Will be in the next fix. [Edit mode] Have now added the target box and tested OK (Translated: I actually destroyed a BMP )[/end edit mode]
  19. colonel_klink

    A-4 skyhawk rerelease

    Boy! We have some picky ofper's here. For your information the A4-F reference material that I worked from has two 20mm Mk12 cannons EACH with 200 rounds.. in my calculations that equates to 400 rounds total. As for the tail fin it is exactly as the plan from the same reference. Updates on next release: And to put the matter finally to rest. The afterburner was an experiment and was only on this addon for testing. This release, just in case you are interested, is a BETA! The next version does not have the a/b. The AI can accurately drop mk82s, and the sidewinders no longer go sideways. And the auto landing lowers the undercarriage. (was this on REAL A4s?) D.I.L.L.I.G.A.F.
  20. colonel_klink

    A-4 skyhawk rerelease

    Funny how an addon thread can bring out the good, the bad, and the ugly
  21. colonel_klink

    A-4 skyhawk rerelease

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">At least it's not as fast as the Mig-29 addon. I'm afraid to hit the throttle when I'm flying it in case I start to travel back in time.<span id='postcolor'> LOL Time travel in OFP? Cool. Before the last patch I'm sure we had the Bermuda Triangle just north of the islands with disappearing aircraft.
  22. colonel_klink

    A-4 skyhawk rerelease

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Sorry, I was talking about in real life, not the game. I basically was agreeing with you. However in real life, it doesn't happen by magic nor does it happen all on the HUD. The computer that handles the bomb release information on the HUD has to have a target locked on and with distance information before it can give the pilot bomb release info. That target is designated using either a laser or a ground attack radar system. Again this is in real life. The info you mentioned on the Tornado in OFP simulates this nicely so I am agreeing with you. It's a good system that I hope more addon makers use because it's a lot easier then just eyeballing it and guessing where the bomb will land. <span id='postcolor'> So whats the verdict? Realism or OFPism ? Do I put laser lock or not? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The plane itself is good but the textures could use some more dirt on them... <span id='postcolor'> What u see is what u gonna get. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">it also goes really too fast. Faster than the tornado and/or f-15.<span id='postcolor'> Good grief! "The Skyhawk F top speed is 685 mph": which is 1097 kmph which has been fixed in the next release. Â Normally without the a/b (which will be removed on the final release) u would be hard pressed to get 685 kph in OFP even when the max speed is set correctly. Admittedly this is empty weight, but what the heck.. OFP is only a game. See above:)
  23. colonel_klink

    A-4 skyhawk rerelease

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The handling on the runway is very bouncy, the plane may even topple to the side and you can't get it back up straight. - You can land with the landing gear still up. - The sidewinders are very funny... and it reminds me of an old bug I had with an addon.... The sidewinders, when they shoot, they can go at any angle and chase the target, then they circle/orbit the target for a while and then hit it. - The MK82s don't lock on a target (maybe they shouldn't, but my memory is clouded about these era planes) <span id='postcolor'> Hi Scorpio: The next release has the landing gear fixed. It was the land contact issue. Sidewinders are back to normal.. (if there is such a thing in OFP). AI useage of the Mk 82s greatly improved. No the Mk 82s are/were?? a free fall bomb which means there was no lock. Up to the skill of the human pilot Cheers Klink
  24. colonel_klink

    A-4 skyhawk rerelease

    The afterburner effect is an integral part of the model. I don't know if it could be adapted as a separate addon. Worth considering though.
×