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Everything posted by colonel_klink
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Vtol script available
colonel_klink replied to Spitfire's topic in OFP : MISSION EDITING & SCRIPTING
Hi Guys I've been away from the Harrier for a few weeks, but i did change the aircraft you used in the script mission to the Sea harrier and was very pleased with the results. At the moment the model is undergoing some body refinements (due to some new resources). Also I have added a custom Gear retraction scripts so the wingtip struts fold in the right direction. I have been experimenting with in addon scripts so with your permission I'd like to try the vtol script from within an addon. The main reason is that if the vtol script can be called from within the addon I can also control the direction of the nozzles at the same time. Also warning sounds, auxiliary jet sounds for VTOL and warning lights can be put in too. This, fellas, is exciting stuff. -
As promised: The tutorial for the animating cockpit canopy has been posted on my site at:DC3D Computer Game Modelling Zone. Also at the same address is a tutorial to add flashing navigational lights that also appear during the day as well as at night. Both tutorials are as is. Any feedback/questions to Colonel_Klink
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Ok I'm in the process of writing a couple of tutorials on this subject as I think it will be easier to explain with pics than without. Here's a pic of the A4 with animated canopy. Which opens and closes automatically depending upon the speed of the aircraft. http://www.dc3d.co.nz/Tutoria....opy.jpg At the moment I'm working on making a player operated version so that the player has control over the canopy under getin, getout and eject conditions. I will keep you posted as to when the pages are uploaded to my site. Cheers Klink
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Event handlers questions.
colonel_klink replied to NAA_Us_Marine's topic in OFP : CONFIGS & SCRIPTING
The only way to do that as far as I know is by calling a script. I have automated the ai Sea King gear so that when the chopper is under a certain height and under a certain speed the gear goes up. go above that height or speed the gear comes down. It will work with wings too. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I have sucessfully done this for our VTOLS. It's great because you include the scripts with the addon, and use the eventhandler "init" to run them. These scripts toggle folding wings / undercarriage as the vehicle lands / takes off. <span id='postcolor'> Yes, vtol works good too. I can magine this will look really cool on some of the Star Wars based addons as well.
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Ok guys i think i have cracked it. I have a helo that has retracting undercarriage which works with both the player and the ai, based on altitude and speed, also working on a gear up warning sound based on altitude when the gear is still up. The code's pretty messy at the moment so i will post it either on my website or here.
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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">Eligibility The VBS1â„¢ products are only sold to federal, state, and local government agencies for military, law enforcement, homeland defense, and first responder training. To help reduce administrative costs, we request that only qualified organizations contact us for purchases or additional information. <span id='postcolor'> So what is really the point of going ooh and aaah over it?
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Here's a short tutorial on getting animated exhausts to work in OFP. It uses the vrtule blur selection to give an appearance of a jet's exhaust. check it out at: DC3D Computer Game Modelling Zone Any questions regarding this tutorial please send me an IM or email to me at: [email protected]. Edit: Sorry wrong email!
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Thanks Suma. The turining while taxiing improvement is a really good improvement especially for larger planes.
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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">Klink are you going to add any more pages to this guild?<span id='postcolor'> Yes the next parts are nearly done. I will post here when they are uploaded.
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The only other way I could see proxies working would be if rather than a p3d file the proxie referred to an actual addon itself. Now how we get the proxy recognised as an addon is another story completely. We may have to use a script.
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Replacing textures on models by *.cpp directives?
colonel_klink replied to AirwolfPL's topic in OFP : CONFIGS & SCRIPTING
Good idea. Even being able to assign different unit insignia and other markings on vehicles ie number plates on cars etc. Putting different numbers on the same aircraft would be cool. -
Texturing-bis..please explain them
colonel_klink replied to Tigershark's topic in OFP : O2 MODELLING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. if you copy "flashpoint.cfg" file from your OFP game directory and replace it with the same file in Buldozer , you will see textures in buldozer exactly as you will see them in game.<span id='postcolor'> Hmmm. This would have been handy to know about six months ago. Well done. Thank you. -
Yeah Guys still trying to figure this one out. Â Doesn't make any difference to the object even if it does have collision detection as a standalone addon. It would be good if the proxies were the addons rather than a p3d model. Then we could create large buildings, or add fences and other objects as an integral part of the addon. The radar block was created from several models and preset in 3d space to group them. It was messy idea that worked, but I'd rather just have a composite model using the proxy idea. It seems 1.85 and above screwed my idea for the radar anyway. The addon is being redesigned using one model, no proxies though. Here's a thought: Perhaps binarizing the proxy addons might help.
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Texturing-bis..please explain them
colonel_klink replied to Tigershark's topic in OFP : O2 MODELLING
Hi Tigershark. While I'm not about to answer your question (this has me bewildered too), I have noticed that the bigger the textures the longer it takes to load a finished addon into ofp. However, once in the game everything seems to run fairly smoothly. One thing that I have been wondering is that although Res and above is of a higher resolution, O2s viewer still doesn't clearly display the textures, which makes it hard to check that they are all right without having to compile the model, load into ofp, check, go back to O2 to adjust, and repeat until everything looks right. Some BIS input on this discussion would go down a treat. -
Have you tried cfgmodels in your cpp. Regardless of the version of OFP (1.75 and above) I think you need to include the cfgmodels section.
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My radar spinning around....my entire model!
colonel_klink replied to brsseb's topic in OFP : O2 MODELLING
Hmm. Should've worked. I inherited Bigship class, but as far as I know the PBR uses boatw which is inherited from smallship. Sorry it didn't work. -
Second axis and selection for horizont
colonel_klink replied to NAA_Us_Marine's topic in OFP : O2 MODELLING
Funny you should post the same question I was just asking myself. I am trying to get a HUD working in an aircraft and tried the horizont2 method as well. Didn't work. I think that the second horizont only works in choppers. The UH60 has two. -
Select and rotate the two axis points of one of the ailerons 180 degrees.
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My radar spinning around....my entire model!
colonel_klink replied to brsseb's topic in OFP : O2 MODELLING
Hi brsseb It seems the radar class for ships is different from the tank class. Here is the code I used in the tiger gunboats: class IndicatorRadar { selection = "radar"; axis = "osa radaru"; // this is the axis point you need to change angle = -360; min = 0; max = 1; }; By the way check that you have 2 axis points for the axis, otherwise some strange animations happen. Cheers Klink -
My radar spinning around....my entire model!
colonel_klink replied to brsseb's topic in OFP : OXYGEN BEGINNERS
Hi brsseb It seems the radar class for ships is different from the tank class. Here is the code I used in the tiger gunboats: class IndicatorRadar { selection = "radar"; axis = "osa radaru"; // this is the axis point you need to change angle = -360; min = 0; max = 1; }; By the way check that you have 2 axis points for the axis, otherwise some strange animations happen. Cheers Klink -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">All you need then, is a script that will disable the getin and getout when the doors are closed.<span id='postcolor'> Now this is thinking Why not script the getin getout commands to open and close the doors BEFORE the animation to getin/out takes place. Don't know if it could be done, but it is worth experimenting with.
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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">All you need then, is a script that will disable the getin and getout when the doors are closed.<span id='postcolor'> Now this is thinking Why not script the getin getout commands to open and close the doors BEFORE the animation to getin/out takes place. Don't know if it could be done, but it is worth experimenting with.
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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">All you need then, is a script that will disable the getin and getout when the doors are closed.<span id='postcolor'> Now this is thinking Why not script the getin getout commands to open and close the doors BEFORE the animation to getin/out takes place. Don't know if it could be done, but it is worth experimenting with.
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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"> Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Hmm animations can't be triggered in-flight anyway so y really bother?<span id='postcolor'> True, but the reason the radius includes the pilot and copilot is to be able to close the doors once you board the helo. one way of getting the doors to open during flight would be to script them and use the Fire command to trigger a script inside the pbo.