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Everything posted by colonel_klink
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Sidewinders sideways trick has been fixed.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I got a bug with the sidewinders whenever I fire it goes on my right the sidewinders are not going forward but they go straight to the right fix this <span id='postcolor'> Its being fixed. "Fix this please", sounds nice too
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Love the aircraft, but are you absolutely SURE that the A4 had an afterburner fitted? <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> love the plane. The outside textures are really nice, and the model is awsome. But The cockpit needs work. The textures in the cockpit sucks, no offence...<span id='postcolor'> These have been discussed on a previous post. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The afterburner effect was an experiment and as i was working on the a4 at the time decided that it would be a good way to get it trialled by this public beta. A final version will be released just before the Falkland's mod release. <span id='postcolor'> For the sake of authenticity (if such a thing exists in ofp), the afterburner effect will be removed on the final release. The cockpit is being completely remodelled in 3d and every effoert is being made to making it as functional as we are abel.
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Longjocks: The landing gear doesn't work with auto pilot because the landing gear doesn't rely on the  built in gear actions. The reason I changed this was to overcame the delay between the user giving the action and the gear actually being raised or lowered. If the general consensus is for the autopilot to raise and lower gear I will do so in the next release. As for the gear being raised in the start view of a mission, I had to decide whould it be better to have the gear up when starting to fly or to have it already down when the plane was on the ground.. It was an experiment, so you guys be the judge Black_bird: As for mp mode.. its up to you guys who play mp to let me know exactly what the problem is.. I don't, never have.. and probably never will, play mp. That said I have no way of testing for mp so the feedback here will be useful. Drain: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Another bug is that I can see the pilot through the engine exhaust. Phew he must be hot in that cockpit!<span id='postcolor'>. I presume you mean if you are looking down the exhaust towards the pilot I will put a baffle there so this wont be a problem. Thanks. CuteQA: Yes the cockpit is being redone. The biggest thing was to get some feedback on the project so far. MK82s' accuracy: Looking into this at the moment. Remember that mk82s are free fall bombs and it is up to the pilot to plant them on the target.. I will however tweak this so the ai at leas t have a better chance of hitting something.. This was my first foray into bombs . Also it has been pointed out that the bombs are slightly bigger than they should be.. But you guys are beta testing, and i am listening. Sidewinder accuracy: Well the first release took a lot of skill and up close flying to hit the mark.. This too is an experiment.. so any hints, ideas would be appreciated. Some Aim9-L info : http://www.military.cz/usa...._en.htm </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The AIM-9L added a more powerful solid-propellant rocket motor as well as tracking maneuvering ability. An improved active optical fuze increased the missile's lethality and resistance to electronic countermeasures. A conical scan seeker increased seeker sensitivity and improved tracking stability. The L model was the first Sidewinder with the ability to attack from all angles, including head-on.<span id='postcolor'> In all thanks u guys for the feedback. I have enjoyed re-doing the A4. There has been a lot of time spent on it so far, but there is always room for improvement. Suggestions welcome. Cheers Colonel KLink
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Thanks for the feedback on this. The afterburner effect was an experiment and as i was working on the a4 at the time decided that it would be a good way to get it trialled by this public beta. A final version will be released just before the Falkland's mod release. More information is on my website at: DC3D Computer Game Modelling Zone, and in the accompanying readme file when the addon is installed. And, no the argies are not having a/bs on their aircraft. As for the loadouts.. well I am always open to technical advise
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Hi Sharpshooter, looks like you are making a little headway. Just thought I'd pop my 2 cents worth. I too have exactly the same problems with the RPM and Headlights on my biker chopper. Shame really as the Speedometer works fine. Pity the Rev counter and headlight didn't work the way they should. Sorry I cannot add anything, but here's hoping there is a solution to the problem sometime. Cheers
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Progress on the bikers is coming along. No release date at the moment sorry.
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I've added two new animation tutorials to my web site: Details here: http://www.flashpoint1985.com/cgi-bin....4;st=10
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The model was the first aircraft i had made when starting with O2. I had put it aside until such time a VTOL solution came available. The Harrier is far from finished, and was given to the mod members to try it out and give suggestions for its improvement. All textures are being redone (including the intakes) and hopefully a US version will be released when all bugs are detected and ironed out. At the moment operation is via the action menu, but I am working on some other implementation ideas that will make control a little more automatic. AI cannot take off or land by VTOL, and may not be able to until some other means of auto control is devised. Special thanks to Spitfire and Prospero for the work they have done on the scripts.
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An amphibian class for float planes. The ability fo a guy to survive in the water depending upon his skill level. Get out of one vehicle and into another while on the water, e.g. from boat to plane/helo and vice versa
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Thanks for the update Scorpio.
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a. A new class of building/vehicle that allows for easy placement of people/crew eg. radar station operators, toll booth/gateway personnel, office personnell. b. multi munitions loadouts underwing on aircraft
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That missile launcher would be a bit easier to implement than the hawk, although the hawk works quite well, the proxies don't diappear. I need to get a script or something to make them disappear, and move with the launcer 'turret'.
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Check this out. Just needs texturing. DC3D Computer Game Modelling Zone
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Just to hazard a guess, I think BIS would have to implement a new four legged thingee class. But great work on experimenting, m8. Now can you get one of those new females in Res to dance? BTW check out the breakdancer pbo to check how and where the rtm file goes and the class that was used.
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1. By closing the formation in the cpp of my Skyhawk ( re-release immenint) by changing the values of these values: formationX=50; formationZ=50; formationTime=5; I have noticed that the pilots do fly in a tighter formation, however when I do a sharp turn the ai keep going and take forever to return to formation. Like 27km away. 2. Also, as been noted in another thread, the AI don't land when given the disembark command. Is there something I am missing or have i given wrong values somewhere. Really good news: the planes don't smash into each other.. and gone is that annoying "Where are you?". Now if we could stop choppers from hitting each other and give the ai pilots better vision....
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another update. Autoland pilots go into a waiting pattern.. circling higher and higher.. which makes me wonder what the I in AI means... Idiots? Ah well back to the drawing board on this one I guess.
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Yes and auto land doesn't seem to work either.. although a test with the cessna ai worked
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Hey! i thought it was impossible...
colonel_klink replied to -~1ncognito~-'s topic in OFP : CONFIGS & SCRIPTING
Sure can. Since 1.85 animations can be operated at any time, user actions and by scripts. -
Multiple scripts run from one event handler
colonel_klink replied to Tanelorn's topic in OFP : CONFIGS & SCRIPTING
Thanks Suma.. My knowledge has been expanded once more. I presume the 0.0001 and @ statements are like the doevents I use in VB coding. Where they allow the code to check for other events to fire. Are there other ways in which we could utilise these scripts that reduce the cpu usage? -
Thanks Sharpshooter. I have incorporated the isengineon function to turn the nav lights off on my choppers. I will post the changes on the script soon.
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Multiple scripts run from one event handler
colonel_klink replied to Tanelorn's topic in OFP : CONFIGS & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">But for my chopper I want it to lower and raise automatically at certain altitude and at certain speed, I don´t think this can be done in the cpp. So I need you to help me improve that script so it won´t burn much CPU power. The reasons because I want the Gears to be automated is: 1- When you are on the ground and you raise the gears, the model doesn´t fall like in planes, it stays there like the gears are down. 2- The action that you define always stays on top and it sometimes annoys the player, because it is something they are not accustomed to. This doesn´t happen with planes because by EventHandler you check the action "Gear up" and "Gear down" which doesn´t exist on Choppers.<span id='postcolor'> Sharpshooter. From my understanding of game programming the main loop in that script should not use any more cpu than what OFP uses to check the position of the joystick during the game or to check if the 'E' key is depressed to move the player forward. However, because this is a continous check (and a loop within the main gaming loop) I could be wrong in this. I have been searching for other ways of utilising this, especially for AI controlled helicopters and other vehicles, but it seems the scripting method seems to be the only option. (At the moment) -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class eventhandlers { { init = [_this select 0] exec "\yourAddonName\gear.sqs" }; <span id='postcolor'> should be: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class eventhandlers { init = [_this select 0] exec "\yourAddonName\gear.sqs" }; <span id='postcolor'> Seems an extra curly '};' crept in. FIXED: Seems UltraDev didn't upload the convertor. That's been rectified too. The canopy closes when the aircraft reaches 50kph. Turning the engine off will not open the canopy if the aircraft's speed is greater 50kph. Folding wings could be achieved by having them unfold when the aircraft reaches a certain speed as well. Say above 30kph so that you can taxi with the wings folded as long as the speed is kept under that speed. To avoid wings folding and unfolding as the speed varies, set the fold animation to only work when the aircraft is stopped. I haven't been able to find an engine on engine off detection script yet.
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"NEW TUTORIAL" Animated helicopter undercarriage with 'gear up' warning sound at: DC3D Computer Game Modelling Zone Soul_Assassin, my email is:[email protected]
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Thanks Colonel_Klink, great tutorials indeed ! I want to thank you for sharing this, because there are many things that some people know how to do it and they don´t tell it... <span id='postcolor'> No problem. I think some people forget that this is a community. Without the sharing of information the community will die.. sad, but very true.