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Everything posted by franze
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I've considered investing something like a more crude, modern principled walker machine (and I guess I already have - got the model sitting around somewhere), but since I've already invested so much into this other stuff, it seems like a waste to just let it sit around. But, I tell you what. Give me, maybe 14 days, and I'll try to come up with something.
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Most of the new stuff I have is the same Heavy Gear vehicles, the APC classed gears and such. I've also got some others, like a AH-64D (non sci-fi, of course), and some new mini gears. Problem is, not all of them have super duper incredible texture work, so I'm not so sure about putting them out like that. I released two gear packs, but never mentioned them on this forum because, admittedly, I didn't want to have to cope with the hypocritical audience. It was probably for the best because at that time, most people wanted real addons, and not reality based addons. I just wanted to see if the conditions had changed in the past few months. EDIT: Just saw Buzzard's post - the little mini gears definately need a different animation set than the default BIS stuff! And just to nitpick, it's a Naga in the background, not a Nova. Â EDIT2: BTW, if you want to see something real funny, put the mini gears on a bike and drive it around.
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BoweryBaker - the "mini gears" were just a shot in the dark, not really representative of anything. I made them since their larger, non-animated brethen were too simple for most people. The problem of having a max speed of 24kmh on a soldier class is something I don't know how to get around, so for all intents and purposes, the mini gears were just for laughs. I put up this poll because I've got quite a few addons that I'd like to share, but I have no desire to attract rude comments if the community doesn't want to see them.
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So, generally theres about a 50 against and 50 for. That's a lot more for sci fi than there used to be!
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On the BIS M2A2, I just noticed that the machine gun will fire out of one point, and the 25mm cannon will shoot out of a completely different point, and the TOW fires out of the TOW launcher. Now, if I got it right, this is done by adding the kulomet and kulas memory points into the model. BUT, my question is, how do you define where which weapons fire from? If I wanted a, say, .30 caliber machine gun to fire out of the left side and a 30mm cannon to fire out of the right side, how would I do that?
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If you want the entire ship to have geometry, roadway, etc (like if you were going to do each and every room and passageway) you'll need a minimum of 10 sections to do it...
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Create a 32 bit TGA with a alpha channel. In the alpha channel, black is pure transparent while white is pure visible. Grey is basically the midrange. Apply the texture to the object you want to be clear.
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Don't think you can choose which targets the radar shows, only the ones you can lock onto.
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I believe if you add the following code to the weapon's ammo code, you should only be able to target laser targets *with the weapon*: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">irlock = false laserlock = true If that doesn't work, try putting this in cfgvehicles: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">irTarget=0; irScanRange=0; irScanGround=0; lasertarget=1;
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Well, just one issue really - when a vehicle reloads at a ammo truck, the "proxies" dont come back. I tried making it so that when the ammo count is at the max, they "show" again, but that didnt work. How do I pull this off? Also are there any other ways to do multiple missile proxies? Basically my problem is I have 16 missiles that are not tube launched, and four that are tube launched. If I use the default proxy system and model the 16, then that means a single missile wont disappear until 2 missiles have been fired from either group. So, Klink's way is the only way of doing it AFAIK - just need to fix the reloading thing. P.S. Just want to thank Klink for everything hes done!
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Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
So change it to public variable? Also isn't it the point to have setobjtexture run on every machine? -
Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
Success! What I did was, in my initialization script, was add this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ammocnt = (_ah64d ammo "fz_lbhfeight") ~.1 ? _ammocnt > 7 : _ah64d setobjecttexture [0,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [8,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 6 : _ah64d setobjecttexture [1,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [9,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 5 : _ah64d setobjecttexture [2,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [10,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 4 : _ah64d setobjecttexture [3,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [11,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 3 : _ah64d setobjecttexture [4,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [12,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 2 : _ah64d setobjecttexture [5,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [13,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 1 : _ah64d setobjecttexture [6,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [14,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnt > 0 : _ah64d setobjecttexture [7,"\fz_ah64d\agm114_1.paa"] and _ah64d setobjecttexture [15,"\fz_ah64d\ah64_hf1.paa"] _ammocnts = (_ah64d ammo "fz_aim92") ~.1 ? _ammocnts > 3 : _ah64d setobjecttexture [16,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnts > 2 : _ah64d setobjecttexture [17,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnts > 1 : _ah64d setobjecttexture [18,"\fz_ah64d\ah64_hf1.paa"] ? _ammocnts > 0 : _ah64d setobjecttexture [19,"\fz_ah64d\ah64_hf1.paa"] Using the delay Footmunch told me to try - without the delay it gets all laggy, but with it, it works like a dream! Next phase will be to test it in multiplayer. The code above is in the main loop (which also checks for damage, etc.), so that every time it loops back, it checks the ammunition loads. Thanks for everything guys! -
Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
Ok, what I've done now is swapped the code around a bunch so that now it detects both positive and negative changes to the ammo load. It now will reset the textures. The catch: you have to fire a weapon to get the textures to change. Maybe if I try executing the script in the init field, it will work. I'll also try that delay thing, too. -
This is some really fantastic stuff! BAS does it again! Thanks you guys, and great work!
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Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
This is really a confusing problem... In order to check the ammo count, you have to loop it. If you loop it, it gets VERY choppy if you fire other weapons on the vehicle, if the ammo for your weapon is empty. Ah I don't know what I'm doing.... -
Scripting problems ... please read!
franze replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Have you tried something like getdir? ie, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">direction1 = getdir soldier1 -
Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
Ok, that didn't work out so well - when I use the cannon after *all* missiles are spent, it lags out the game for some reason. It was due to the reloading part for some reason. -
Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
Ok, got a very crude way of doing it - some bugs with it, but it beats nothing. Basically, after the last missile has been fired, it goes back to this part: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#reloading ? _ah64 ammo "fz_lbhf" == 0 : goto "reloading" ? _ah64 ammo "fz_lbhf" == 1 : _ah64 setobjecttexture [0,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 2 : _ah64 setobjecttexture [1,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 3 : _ah64 setobjecttexture [2,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 4 : _ah64 setobjecttexture [3,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 5 : _ah64 setobjecttexture [4,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 6 : _ah64 setobjecttexture [5,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 7 : _ah64 setobjecttexture [6,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 8 : _ah64 setobjecttexture [7,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 9 : _ah64 setobjecttexture [8,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 10 : _ah64 setobjecttexture [9,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 11 : _ah64 setobjecttexture [10,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 12 : _ah64 setobjecttexture [11,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 13 : _ah64 setobjecttexture [12,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 14 : _ah64 setobjecttexture [13,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 15 : _ah64 setobjecttexture [14,"\fz_ah64d\agm114_1.paa"] and goto "reloading" ? _ah64 ammo "fz_lbhf" == 16 : _ah64 setobjecttexture [15,"\fz_ah64d\agm114_1.paa"] and goto "reloading" goto "chk_Weapon_status" The bugs: if you fire missiles at ANY time during reloading, it causes problems. So you have to wait until you're finished reloading to have the "proxies" appear correctly. But hey, its a step in the right direction... -
Troubleshooting klink's "proxy" missile tutorial
franze replied to franze's topic in OFP : CONFIGS & SCRIPTING
Well, its a AH-64D with a 16 Hellfire armanent and the four defensive Stinger missiles on the wingtips. When I try to make a line in the script that says when the Hellfires are at their max count, it'll reset the hellfire textures. It didn't work because after the last hellfire was fired, all the missiles reappeared without reloading. I don't know if there's anyway to detect when the helicopter is close to a ammo truck or has reloaded the ammo. It's a small bug IMO, but it looks awful damn wierd to reload all those missiles and not have them reappear on the racks. It looks like other people have gotten around this (the Corsair addon for example) somehow. As I see it, if the missile count changes, Klink's script will hide a missile. The question is how to make it so that if the ammo amount increases, the texture for a missile comes back. I'm sure theres a way to do it... -
Theres a tutorial on ofpec on how to do artillery with real shells, have you looked at it? I checked it out with my rocket artillery once and it didn't work because the missiles were fired with momentum when they were summoned.
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You mean like a AI turret that doesn't need a soldier to work? If so then I don't know how you might do that, but if you mean different turret sets then I think there are several out there.
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I have a somewhat similar problem, but I can see textures and objects in bulldozer - but in game the textures are white! Project paths don't seem to work either. I assume theres a way to tell it where the textures are, but I can't seem to find it.
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I have a simple damage script attached to my vehicle, but it doesn't seem to work. Either it doesn't execute right (a problem with event handlers) or theres a error in the script. The script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tank1 = _this select 0 ?(getdammage _tank1 >.5):goto "playsound" goto:"exit" #playsound _tank1 vehicleRadio "heavydamage" _tank1 sidechat "Warning: Structural Integrity Low." exit The CfgVehicles section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { Â Â class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank {}; class BMP: APC {}; class Jaguarhg: BMP { displayName="Jaguar"; picture=\jager\jgr_icn1.paa; icon = \jager\jgr_icn2.paa; vehicleClass="Heavy Gear - Gears" armor=210; cost=1000000; side=0; model=\jaguarhg\jaguarhg; maxspeed=84; hasCommander=0; hasDriver=1; hasGunner=0; driverIsGunner=1; soundEngine[]={"\jager\gr_engn.wav",3.162278,1}; namesound="Tank"; camouflage=8; fuelCapacity=500; nightVision=1; irScanRange = 2000; // long range radar irScanGround = 2000; // NO IR on ground targets driverCanSee = CanSeeAll; type=Armor; CanFloat=false; animated=1; unitInfoType="UnitInfoAirplane"; class TransportMagazines {}; weapons[]={MACjag,APGLjag,LRP32jag}; magazines[]={MACjag,MACjag,MACjag,MACjag,MACjag,APGLjag,LRP32jag}; class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={,0.18,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-40; maxElev=+40; minTurn=-90; maxTurn=90; body = "OtocVez"; gun = "OtocHlaven"; }; //threat[] VSoft, VArmor, VAir threat[]={1, 1, 0.5}; gunnerOpticsModel = "optika_zsu_gunner"; commanderOpticsModel = "optika_tanke_auxiliary"; driverAction = ManActUH60Pilot; driverInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; class eventhandlers { init = [_this select 0] exec "\jaguarhg\grdamage.sqs"; }; class CfgGroups { class North { name="Northern Forces"; class HGsquad { name="Heavy Gear Squads"; class Commandosquad { name="Commando Gear Squad"; class Unit0 { side=0; vehicle="Jaguarhg"; rank="Lieutnant"; position[]={0,5,0}; }; class Unit1 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={-20,0,0}; }; class Unit2 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={20,0,0}; }; class Unit3 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={40,0,0}; }; class Unit4 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={60,0,0}; }; }; }; }; So, anything wrong? They LOOK right, but something is wrong with either one of these.
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A bit complex I'm afraid, since OFP wasn't designed as a combat aircraft game. I'm afraid I wouldn't know of any ways to make the AI use evasive actions, etc. but I do know that you can get them to do offensive actions if the weapons are setup correctly.
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Uncle_Sam is on a crusade to "shame" addons that he thinks shouldn't exsist! So by now you've probably learned to ignore his childish comments...