Dastardly
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core_pfieldgroups_3
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Scripting, modding and...ya know...stuff.
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Restrict movement to direction turret faces
Dastardly replied to LordZach's topic in OFP : MISSION EDITING & SCRIPTING
It can be done, but not through mission scripting - you'll have to make a new M2 addon and do the movement arc restriction in its cpp. -
Oh, I dunno...a trebuchet might be good for a laugh...but that's about it.
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How do I find x,y,z of where I aim in the terrain as leader.
Dastardly replied to Birkoff's topic in OFP : MISSION EDITING & SCRIPTING
By the way, does anyone know an easy way to calculate altitude above sea level? (getpos doesn't work properly for this). I need it to calculate terrain slopes to prevent various objects from being deployed on steep inclines. -
How do I find x,y,z of where I aim in the terrain as leader.
Dastardly replied to Birkoff's topic in OFP : MISSION EDITING & SCRIPTING
Birkoff, here you go.... ; Generic Rotational/Object Deploy Script _eng = _this select 0 ; _eng is your Engineer/spotter/whatever ;starting positional and directional data for _eng _engpos=getpos _eng _engx=getpos _eng select 0 _engy=getpos _eng select 1 _engz=getpos _eng select 2 _engbrg = getdir _eng ;Distance away from Engineer at which object will be deployed ;***replace this with whatever distance you want*** _distance = 2 ; Spawn deployable at designated location. ; First, calculate position of targetspot... ; _objxx is distance difference between _eng and desired deployment location on x-axis _objxx = sin(_engbrg)*_distance ; _objyy is distance difference between _eng and desired deployment location on y-axis _objyy = cos(_engbrg)*_distance ;Here the new object is created _obj = "***YOUR OBJECT goes here***" camcreate [(_engx+_objxx),(_engy+_objyy),1] Should work just fine. I've chopped out most of my deployment stuff, so it's about as generic and easy to understand as it can be. Thanks to Marlboro for making the trig portion less of a nightmare. Hope it helps.... -
How do I find x,y,z of where I aim in the terrain as leader.
Dastardly replied to Birkoff's topic in OFP : MISSION EDITING & SCRIPTING
First you'll have to convince BIS to let us mod OFP. (I need access to the same functions for my deploy code). -
Gotcha. Would be nice to hear a final answer one way or the other. I was attracted to OFP mainly due to its modding potential. Sadly, if that potential is nonexistant then so is most of the attraction. Just speaking for myself, of course...
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Please clarify that remark, Redstorm. By "professional" do you mean people who are working on commercial/retail expansions for OFP? Or are you saying that BIS intends to give support only to serious, established modders? If the latter is the case, whom at BIS would a serious, established modder (formerly of Shifter : www.dopplegangers.com/shifter ) need to contact for more information? (Edited by Dastardly at 7:59 pm on Nov. 9, 2001) (Edited by Dastardly at 8:07 pm on Nov. 9, 2001)
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SDK? Bah. OFP seems to be driven mostly by OO script (just look at the class structures in the config.cpp & mission.sqm files). Chances are the only "SDK" you need is a good text editor (TextPad - a programmer's best friend). What is *truly* needed is OFP's "base" scripts, so that modders can really dig down into the nitty gritty code. Addons and maps are nice - but they aren't mods. When we have the ability to define our own calls and override existing functions in the script, that's when we can start modding this game. So the question is...why on earth is BIS keeping the script from us? Geez...Tribes 2's base script was available to modders in *BETA* - before the game even went retail for crying out loud...(same went for Tribes 1 IIRC)...