Dschulle
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Everything posted by Dschulle
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[new function]pitch/ bank angle
Dschulle replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
Get Height ASL using a trigger seems to work fine  Just updated my functions (same Link as above). I used </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trigger = "EmptyDetector" createvehicle [0,0,0]<span id='postcolor'> then: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trigger setpos [_unitpos select 0, _unitpos select 1, 0] _distance = _trigger distance _unit<span id='postcolor'> Trigger does stay at SL! Actually trigger is 2-3m below Sea Level... PS: I don't think that it's possible to set any condition for the trigger, so might only be used for ASL sort of stuff EDIT: Corrected Code, Thanx bigpoppa -
A small plea to bis re the atan2 function
Dschulle replied to Prospero's topic in OFP : MISSION EDITING & SCRIPTING
why don't you write a single function yourself? should be easy, just check 2nd operator == 0 and then see if first operator > or < 0. then:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_angle = [x,y] call MyAtan2<span id='postcolor'> -
[new function]pitch/ bank angle
Dschulle replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
Camcreate a Trigger: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Trigger = "EmptyDetector" createVehicle [_x, _y, _z]<span id='postcolor'> Test if variable is initialized: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?format["%1", MEINLOGIC] == "scalar bool array string 0xfcffffef": MEINLOGIC = "Logic" createVehicle [_x, _y, _z]<span id='postcolor'> Thanx to vektorboson. -
[new function]pitch/ bank angle
Dschulle replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
I have seen your Prosphere Skripts, nice work! (also it was hard to understand, when most variables only have one letter;) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1) You'll lose accuracy as you move towards the upper/right corner of the map (you're using the distance command,not triggers to determine absolute height). <span id='postcolor'> Yes, I realized that. First I also wanted to use a trigger, but </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tst = "trigger" camcreate[x,y,z]<span id='postcolor'>failed and I hate to use skripts which require special objects, which have to be placed in the editor, like triggers... Can anybody tell me, how to camcreate a trigger? I thought I read it long time ago, but couldn't find it. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) If you've made your drop functions atomic,then this point doesn't apply. I had to put a catch in here to normalize the vector components of the dropped particles - particular when the vehicle is speeding along. Otherwise the arc trig functions will error out when asked to chew on something greater than unity. <span id='postcolor'>I haven't encountered this problem. Testet the command with a A10 at full speed... I'm calling the 3 drops in one function, so I think they can be asumed to be atomic. (drop lifetime is 0) And I used the atan2 function, which hasn't the restiction of the normal arc functions. By the way can anybody tell me a save way to check if an object is initialized? For instance if you want to initialize an object only the first time? [EDIT: Know this one by now, thanks to vektorboson] -
[new function]pitch/ bank angle
Dschulle replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
I don't think that's possible. There are ways to fake such a command, like placing small objects under wingtips or looping a waypoint command, but these are kind of "dirty" solutions. Another test would be a addon which defines two new axis and using the animphase command. But I haven't tried this. -
I don't think it'll work like this: this animate [""Ospreyr22"", 1] since the animate is imho only for animations, like rotation defined above. For *.rtm animations try playmove/ switchmove Another info: a new version of OFP-Anim will be released soon, see AEF-Campaign Webpage for more information.
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#include in description.ext possible?
Dschulle replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
BIS can you answer this question? -
Request for new scripting command in next patch
Dschulle replied to toadlife's topic in OFP : MISSION EDITING & SCRIPTING
Another lovely thing would be ingame-dialogs, by this I mean dialogs which don't disable the movement keys. They are espescially useful to display information, which are permanent on the screen, but can be changed like Aktive Text through scripts. -
Another lovely thing would be ingame-dialogs, by this I mean dialogs which don't disable the movement keys. They are espescially useful to display information, which are permanent on the screen, but can be changed like Aktive Text through scripts.
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Request for new scripting command in next patch
Dschulle replied to toadlife's topic in OFP : MISSION EDITING & SCRIPTING
I'd love to see the following commands: MagazinesInCargo <ammo-crate> WeaponsInCargo <truck> WeaponsInCargo <Weaponholder> ... or has anybody found a workaround to get information about weapons/ammo in Cargo? I'll even tried the weaponpool, but this only seem to work in campains -
I'd love to see the following commands: MagazinesInCargo <ammo-crate> WeaponsInCargo <truck> WeaponsInCargo <Weaponholder> ... or has anybody found a workaround to get information about weapons/ammo in Cargo? I'll even tried the weaponpool, but this only seem to work in campains
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LightBringer @ Dec. 31 2002,12:46)</td></tr><tr><td id="QUOTE">By the way there isn't a report position command if you want to reply your position to the commander. Why? Why only the AI can say this? cu!<span id='postcolor'> Maybe because you can type in your position yourself? Everybody would use it to find out where he is, you don't have this option in real life. What is really missing is a scripting command to get the weapons and magazines of an ammo crate. (+weaponholder).
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Setvelocity and scripted fun...
Dschulle replied to Prospero's topic in OFP : MISSION EDITING & SCRIPTING
don't know if it's still of interest, but 'Bullet12_7' works -
this strange Error occurs, when a printer in the system settings is not properly configured. allready working on this problem....
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Hi 2 all, my post comes late, since I'm still on vacation and will return on Saturday. OFP-Anim is a Beta and was originaly only released for the german community and I planned to do the complete release after my vacation and after I remove the first bugs. (That's the reason for the german ReadMe) But as the community has no borders it spreaded fast. So let me say a few words about OFP-Anim: It all started when I wandered why nobody aproaches the *.RTM files in OFP. So I started to have a look at them. 1 day after I figured about about 90% of the format (which is in fact not complicated at all), OfpInternals released the information about RTM's . Since I didn't know when P3dEdit would come out, I continued with my own program, at this time called XAnim. At this point I want to thank OFPInternals for the help and support about the way animations are used in OFP. When I had about 50% of my program working OFPinternals (TeaCup?! released the Maya2RTM converter. Since I don't have Maya I couldn't try it. When I found out that a lot of other editors encountered the same problem (no Maya), I decided to continue working on OFP-Anim (and I had fun, programming it ). But it's still a beta version and was never been thought to replace a professional tool like Maya. I'll continue my work, but don't exspect extreme speed in progress, as I only programm on spare time. One important bug: When working on a animation set the 'total Move' field to 0, otherwise the Pivot Position changes, when the frame number increases! After the animation is finished you can enter a Total Move Value, so the animation doesn't run on one location. OK, Cheers 2 all, I'll be back on Saturday
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 25 2002,17:17)</td></tr><tr><td id="QUOTE">[..] 1) ProBomber - [..]The "smart" bombs will stick to any surface of any object in the game, and then move with that surface as it translates and rotates (i.e. if you stick the bomb on a plane or underneath a bus, for example). [..]<span id='postcolor'> I don't see the point of using ProSphere here. Since you can do it with a "drop" and a "setpos" to the received relative position. But anyway like your scripts The main thing I didn't know was that if a "manual on" camera is created, but no switchcamera command executed, the camera also receives all the key commands.
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you'll get new .rtm files, which you can add to your addon
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yes, it is intended to create and modify animations.
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can someone post a link?
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80% percent of the program are done, but it's not too user friendly yet. Hope to finish first Beta in 1-2 Weeks
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 20 2002,16:18)</td></tr><tr><td id="QUOTE">Heh, I made a palm too yesterday: [..]<span id='postcolor'> nice work! nice company name Do the dialogs work? Or do you have to replace the complete config of OFP?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 20 2002,16:18)</td></tr><tr><td id="QUOTE">Heh, I made a palm too yesterday: [..]<span id='postcolor'> nice work! nice company name Do the dialogs work? Or do you have to replace the complete config of OFP?
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it works like this: Create your model in O2. Make a selection in the geometry LOD, which is called Component01 (select the boundarys of your object) Create the following Selections in the Memory LOD: (e.g. you want to place your controls on the selection "screen") Screen (All 4 Pt's of the Screen) Screen TL (select Top Left Corner Pt) Screen TR (you can imagine the following)  Screen BL Screen BR In the description be sure to write model = "\Addon_Name\Item.p3d" if you have further questions, you know where to find me  -------------------------- AEF - Campaign
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it works like this: Create your model in O2. Make a selection in the geometry LOD, which is called Component01 (select the boundarys of your object) Create the following Selections in the Memory LOD: (e.g. you want to place your controls on the selection "screen") Screen (All 4 Pt's of the Screen) Screen TL (select Top Left Corner Pt) Screen TR (you can imagine the following)  Screen BL Screen BR In the description be sure to write model = "\Addon_Name\Item.p3d" if you have further questions, you know where to find me  -------------------------- AEF - Campaign
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Dear bis...time & tides formula please :)
Dschulle replied to a topic in OFP : MISSION EDITING & SCRIPTING
Are the world coordinates (latitude) stored in the config.cpp? What's their format? Found them... post can be deleted.