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Drakkhen

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Posts posted by Drakkhen


  1. Hi,

     I won't argue about the MP problem, you'll see that realism would make it the most useless stuff:

     To make jumping realistic, just consider the lightest equipment (let's say, a scout gear, light SD-rifle, gun, goggles and a few clothes). The guy uses to jump on (not over) 80cm (~2.1ft) obstacles in normal conditions (more would make him noisy thus detected anyway).

     The same obstacle for a fully loaded radio operator or LAW unit will require him to stop and make real efforts to lift the whole gear. Just consider a 50cm (~1.6ft) obstacle will be enough of an exercice.

     In both case, jumping down the obstacle will require 3 to 5 steps before being able to jump again (and keep fatigue factor in mind) in the best case.

     Another point, it's practically impossible to aim while doing this (usually, the weapon is used to balance the body in the movement and moves a lot while the impulsion). No Matrix gymnastic allowed!!!

     And last but no least... during jump, no control of character, no rotation, no speed or direction change possible. If the player was turning while jumping, the angular speed should be kept and end in a very artistic fumble on reception, just try in the street (protections advised)!!!

     Out of all this: realistic jumping is a real dynamic mess to implement in a game... and it's only useful in very VERY specific cases (jumping on a truck loading plateform instead of taking the five steps for example).

     As a realism fanatic, I would say that it would be real cool, but I really don't care if OFP remains without it.

     Swimming would be more useful in such a game.


  2. if your classing a new vehicle and making the pilot default you are also in control of that vehicles init and would have to lead your scripts from there,making reference to the driver of the vehicle

    yep, already thought about and tried these solutions, but if you tried, you've noticed that even with reference to the driver, no setobjecttexture routine run by the vehicle seems to work on the driver as long as he is in there (I even tried to make HS fro 1 to 4 on driver and 5 to 20 on vehicle since both visuals are referenced as the same object but, while the vehicle is correctly modified, the visual of the pilot seems to be loaded straight from its class without init and to be nothing else than a bunch of faces).

    I know scripting and editing enough to make full missions with the correct textures etc... but to make the mods easily useable for any player, it's quite more difficult to explain that "hey, you have to create the pilot outside, with the init field set like this and then you set vehicle's init like this... for each vehicle/driver pair" biggrin_o.gif I easily imagine how long it could remain on hard drive wink_o.gif

    Thanx anyway. I'll put the whole stuff behind "//" and wait for other suggestions.

    Ciao tounge_o.gif


  3. Hi,

     I noticed a VERY annoying problem with class inits for vehicle pilots:

    simply put a Hint "My init" in the init field of one of your home-made pilots and instanciate his vehicle in the game. As the game starts, no message appears. It's only when you step out that the init plays and displays the hint.

     I imagine the reason is that the pilot of a vehicle has no existance until he becomes an object independant from his vehicle. The problem is noticeable when you want to use hidden selections on your pilot. There's no way to make him initialize his HS until he's out.

     Now, you make a pilot class with HS for helmet for example, and your pilot will start in the vehicle without it. Fun for a guy who wants this effect but for an helicopter or a plane... if you wanna make the helmet on head by default and off the head when the pilot steps out... you're stuck.

     Could it be possible to force driver/pilot's init as the game starts? I imagine the best would be to consider the vehicle and its driver two different objects (thus, even an editor-init field's setobjecttexture would then work just fine).

     Thanx alot...


  4. Thanx, pals.

    (tu sévis partout UIOX!?!?!? biggrin_o.gif )

    Well, after some tests.

    I have a pilot and an empty chopper.

    I make the pilot getin with a waypoint, then he starts the engines.

    I activate the trigger but nothing happens.

    <helo> engineOn false

    <pilot> engineOn false

    None works.

    (v1.96b)


  5. Hi,

    experiencing some problem with command action.

    I tried:

    <pilot> action ["ENGINEON"]

    <pilot> action ["ENGINEON",<chopper>]

    <chopper> action ["ENGINEON"]

    and the same with engineoff and none works.

    What the Hell am I doing wrong?

    (the goal is to make a pilot stop engine after a landing without getting out).


  6. Hmmm... the mission specific scripts continue but for a smoke script for example, its disturbed by another strange point:

    put a group of M2s on the ground... fly circles over them with an A10 'til you get <50% status (you should see your script's trail ONLY) then save.

    When you reload, the engine is stopping (you can turn it back on, though) and you have a second smoke trail you didn't have before saving.

    For addon specific scripts, put a simple gear script in a new model, for example and save while the gear animation plays. After the reload (I consider here "gear in" action), the gears are still out while considered as in: making the available "gear out action makes the doors open but gears don't move, etc...

    You can try it with any mod using gears with doors and more complex animation than a simple straight to forward rotation.

    (The same problem with canopies, trails, dusters, doors, etc...)


  7. About the gamma problem, again, since I have access to every market graphic cards and monitors I want. I've tried after a new complete installation of the game+RES+patches-addons and the problem is the same with Leadtek-Guillemot-Diamond 3D GF3/4 GCs and whatever the monitor is IIyama-Nokia-Sony...

    Damn rock.gif... could this be linked to a 2K OS / Detonator problem? ...if so, why only with the only game I play sad_o.gif ?


  8. I told about it there first but it seems to be the right place to tell about it.

    Quote[/b] ]The major problem with scripting seems to be when saving game and reloading:

    running scripts state and past inits are not replayed on reload.

    The result is this:

    - if you were running a script when saving, after the reload it won't be restarted.

    - if you ran an "init field one frame script" or set variables in an initfield of a PBO at the beginning of the game, it won't be replayed as you reload (some variables and other features of the addon can be missing or mis-set).

    A simple thing would be some "save" and "reload" EventHandlers... with the ability to save unit script variables states too.

    a solution was suggested using time, but for routines that doesn't loop (some IA script replacing the whole base behaviour), the current "sub-behaviour"[or state] of a unit can be lost since there will be no way to recover the behaviour choices on each nodes of the "behaviours tree".


  9. Are you using the latest Detonator drivers for you GF4?

    Yes.

    Quote[/b] ]Do you have this problem with other games or apps?
    No.
    Quote[/b] ]Have you tried doing what I suggested to BraTTy in my first post on this thread?
    Yes.

    About tool, it's just a simple paintbrush and since I use my machine for my game-dev' job, I don't have any unlicensed program on it (except time-limited sharewares and freewares). rock.gif


  10. Won't change anything (tested, it doesn't). It's a software brightness shift: when I copy-paste an in-game PrintScreen in the OS, I get the image darkened while it's perfectly clear in-game (gamma 1.2).

    If I set in-game gamma as it should be set (1.0), I feel like I'm playing with sunglasses blues.gif and in the OS, the screenshots is just... black tounge_o.gif


  11. I have none of the background running applications you told about and have the very same problem though. Just don't know why and the full reinstall up to 1.96 brings me back again to the darkened stuff. sad_o.gif

    OS:Win2Kpro

    GC:GF4

    You?


  12. The major problem with scripting seems to be when saving game and reloading:

    running scripts state and past inits are not replayed on reload.

    The result is this:

    - if you were running a script when saving, after the reload it won't be restarted.

    - if you ran an "init field one frame script" or set variables in an initfield of a PBO at the beginning of the game, it won't be replayed as you reload (some variables and other features of the addon can be missing or mis-set).

    A simple thing would be some "save" and "reload" EventHandlers... with the ability to save unit script variables states too.


  13. Hi,

    we faced a little problem with determining the crew composition of a vehicle with OFP.

    It's possible to give a specific animation to the different passengers of a vehicle:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> transportSoldier = 3;

    cargoIsCoDriver[]={2};

    cargoAction[]= {"ManActCargo","ManActCargo","ManActUH60Pilot"};

    (here, the third passenger of a chopper is considered as co-pilot and animated as well)

    ...But it's impossible to have a different unit for each position in a tank for example.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crew="SoldierWCrew"

    making the three guys aboard of the same type instead of

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crew={"SoldierWCrew","SoldierWPilot","SoldierWCrew"}

    The reason of this request is that in some crews, the chief is often different: different weapons on him, different equipments (binoculars, cap, etc...) a good example is for german WWII tanks where the commander is officer dressed while the rest of crew is more like rank soldiers. wink_o.gif to the great WWII mods.

    I work on a contemporary mod, and the crews we work on are also with mixed equipments (gun for cmdr, assault rifles for driver and gunner), even if the visual remains common.


  14. Well ... pedophily networks and pedophiles are a nasty thing, a disgrace of the Earth's surface, unfortunately, you find deviants everywhere.

    And everytime. Julius Caesar was "proud" of having had many conquests (in bed) whatever sex, and whatever age... in these times they didn't care, it was a sign of power.

    But like they say on the other side of the Atlantic "things change"... time to clean it all up.


  15. I see that there is no really offensive words yet. But always think about the ones who will take it as written.

    American/French relations are kept cold because of such considerations, just look at papers and street interviews, for example and the first thing you get answered when you ask about french are these stereotypes and it's just getting boring. (I'm half-corsican, half-parisian... from my first half, I'm overproud, stubborn, touchy and lazy, from the second half, I'm disdainful, haughty, overpaid and egocentric... sure, I am since I talk about me right now tounge_o.gif)

    Well... clichés are the essence of misunderstanding... let's try to avoid them, even for joking, in a thread about such a serious subject.

    Quote[/b] ]not everybody is as white as you seem

    "Un pur trouve toujours un plus pur qui l'épure." P.Valery

    "A pure always finds someone more pure who purifies him." P.Valery wink_o.gif


  16. [...]most of us consider you as the "little retarded neighboor" i know it is wrong but hell ..... when you offer us such exemples, how can we not follow the bandwagon and think all belgians are stupid and worst ?

    French people on the other hand are generally quite proud and this pride sometimes reaches arrogance. We"re often no better than belgians, but at least we try to hide it.[...]

    If this defines a french, then I know none.

    Sorry, I'm french and I don't have such stupid considerations about who's the dumbest of our neighbours. We have ours and it's already more than enough. And the others taking part in this conversation are just the same: what the Hell!!!... are you trying to make the image of SOME people in very specific circumstances the image of whole countries and their people? rock.gif

    Stick to the dutroux crap and leave the other considerations with your naive views of the World. mad_o.gif

    "Il y a de plus en plus de con chaque année. Je crois que ceux de l'année prochaine sont déjŕ lŕ." Coluche

    "There's more jerks each year. I think that next year ones are already here." Coluche


  17. No light was redefined, I simply use the genuine pozicnis and I checked that no "shape=koulesvetlo" has been added anywhere. Have you something in mind? A suggestion or a clue? rock.gif

    About the BIAS parameter on faces, what's its use? Can it be linked to a shifted Zbuffering that could cause this weird "missorting"? I left it to the default value but, what is it suppose to change if turning it low or high?


  18. Yeah, noticed it... but what makes me mad is I had this problem once and I don't understand what changed between the two versions of my (now working) first chopper. rock.gif

    The fact the problem disappeared means there CAN be a solution. crazy_o.gif

    Edit:

    Well, found something weird there.

    It's not relative to visual LOD properties.

    I did a test with the chopper that "suddenly" worked and here's what I've got:

    I just moved the camera back slowly (tactical view) without changing of LOD (I only have one LOD with the antenna on the tail). And at some distance, before the LOD change, the lights suddenly worked as they always should have!!!

    Blinkers3.jpg

    Could it be linked to a bad default value of the BIAS of the textures on the model faces?

    Edit2: depending on the model, the distance -the lighting works correctly- changes (while keeping in the very same LOD). Regardless how far the distance for the second LOD is.

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