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Footmunch

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Everything posted by Footmunch

  1. Footmunch

    Hunt the intruder - out-flank him

    Bonko - Oh, I know _all_ about thunder-and-lightnings. Fantastic site. Da12th - I'm kinda resigned to building the pit from 'scratch', so layout pics are appreciated. SB - Thanks. You get a mention in any future readme. Little harsh on the Typhoon - Singapore seems to like it. DeLilt - No Vulcan pics yet, I'm still setting out the basic shapes. Of course, I could post them at PUKF, now... Miles - The handling and loadout on the Bucc won't change significantly; I'm basically tidying up the model and adding better gear and 'pit. Nathanz - Is that a Swiss Hunter? That Vulcan pic gives a great idea of the sheer scale of the beast. I'm not trolling for work, but what plane is _not_ well represented currently? Rafale? Tu-22? Herc?
  2. Footmunch

    Hunt the intruder - out-flank him

    Progress updates? 1) Sea Fury - Numbering code; Startup sound and smoke. 2) RAF Phantom - Flight model; Squadron specific textures; Engine bay curviness now much better (Thnx Supah). 3) Su-27 - Proximity fusing; Possible loadout changes. 4) F-15C - 'Done'. 5) F-15E - Loadout; Gunner/cargo position resolving. 6) A-6 - Numbering; Carrier-capable gear; Loadouts done - bomber, firebomber, missile carrier (SLAM + MAV) 7) Buccaneer - New model in place; Cockpit work. 8) Jaguar - New model in place (Pics soon); Cockpit work. 9) Vulcan - Cockpit work. 10) Lightning - Animated gear. (Beta soon) 11) F-86 - 'Material' work - shiny metal (hopefully). 12) Hunter - Cockpit 'polishing'. The Jag and Bucc should remove the need for a ground attack Phantom. MiG-21 and 'another' are in the hands of another addon maker. Flogger will get a new model soon. I've got a few private projects that are sucking up a lot of time (deadlines etc), but they should be cleared soon. I'm looking for cockpit pictures for the Bucc and Jag - if anyone can help out, please post here or PM me. (Edit - Forgot the Hunter.)
  3. Footmunch

    Crew member help

    Smoke - You could try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">viewGunnerInExternal = false;
  4. Footmunch

    Hunt the intruder - out-flank him

    Scrub - The bomb's already 'cheat' a bit - all the dumb bombs (like the Mk-82) actually do some 'flying' towards the target, like the real-life LGB's do. You don't have to have the pipper exactly on the box for a hit (although it does help, of course). This is mainly included so that the AI has an easier time. For CCIP, there have been some moves towards it, but one problem is getting the attitude and roll of the plane is quite hard in scripting. I take the point that these planes are getting a little too fast. One of the problems is the 'heirarchy' - we F-15's that are faster than Phantoms. But we want Phantom's to be faster than F-5's. In turn, F-5's must be faster than A-6's. But if we make the F-15 'slow' enough, the A-6 will fall out of the sky. In order to make the AI more effective, it's a good idea to give them a long run-up to the target, and increasing the rank and skill of the pilot helps as well. If the bombs are going long, try setting some turning waypoints before the bomb run in order to bleed some speed. Also, some of these planes are _very_ powerful (I'm looking at you, Mr. F15E) in terms of destruction capability. If I make the Strike Eagle a 'never-miss' plane, it could be hard to balance the missions. Bonko - Startup sounds and smoke are on the to-do list for the Sea Fury. Supah - Do you mean around the 'intake' and the engine housing? The model could stand a few more polys there, I agree. I'll take a look.
  5. Footmunch

    Hunt the intruder - out-flank him

    Burns - Thanks for the pics. Excellent work. AI Phantom - I tried to make the Phantom a 'heavy' plane for the human pilot, but that does seem to have had a negative effect on the AI. I'll see if I can get them a little more 'aware' for the final release. RAF Phantoms never fired in anger. Their main land based role was in escorting 'lost' soviet recon planes out of UK airspace: A squadron of F-4's were stationed in the Falklands after the war as a deterrent.
  6. Footmunch

    Detecting "man" class distance

    Nearest object only works out to 50 metres, but I can't remember if it's a box or a sphere. Does the marooned man 'request' pickup? If so, you can include him in the script, and just do a 'distance' between the boat and man, and wait for that to drop below 50 or so.
  7. Footmunch

    Hunt the intruder - out-flank him

    No napalm on the RAF F-4, but there is a FireBomber version of the A-6 coming up. I probably won't do a Luftwaffe F-4, but there will be 'international' versions of the long and short nose F-4's that will be roundel capable. If anyone wants to do a specific version (Luftwaffe, Japan Defence Force, etc), PM me, and we can work something out.
  8. Footmunch

    Hunt the intruder - out-flank him

    I've already got an updated Bucc (just doing the cockpit now), so with the Phantom and a Gannet, that would be a proper Ark Royal complement eh? Gannet blueprints are on my HD... I'll fix the Phantom gear in the same way as the A-6 to make it usable from a carrier.
  9. Footmunch

    Turn edge

    Drak - I think the flatten, squarize, traingulate (the 'other' way) and restore is the only possibility in O2. It does preserve the texture mapping, which is helpful. If it is possible, I'd like to know as well.
  10. Footmunch

    Hunt the intruder - out-flank him

    hitsqdzulu - The A-6 _will_ be made to work on the carriers. It just needs a little more testing, and then I'll release. And on to the update - I forgot pictures of the addons, so can some very nice person post some shots, pretty please? Hawker Sea Fury - Zipped PBO Now in four colour schemes: Royal Navy (Dark Grey/Sea Gray) Royal Air Force (Green/Grey) Desert (Brown/Brown) Deep Blue Roundel capable (using this setobjecttexture[0, "\rkt_roundels\r_cuba"]), but they will default to the UK roundel. Also, a re-touched RAF Phantom (F-4J)- Zipped PBO In three colours: Air Superiority Grey Royal Navy Blue Green/Grey NATO colours Note all three carry 74 Squadron tail flashes. I'll update these to the appropriate squadrons before release. These planes are _not_ roundel capable - they are going to represent specific units, so roundels would be inappropriate. There will be an 'international' short-nose Phantom as well. Nose has been shortened, and the engine bays have been expanded to take the Spey engines. Armed with 2 AIM-9 and 4 AIM-7. I'll do ground attack versions later.
  11. Footmunch

    Hunt the intruder - out-flank him

    Actually, it's not a secret, so I'll post some of the resources I use: Photos: http://www.airliners.net (has military as well) Info: http://www.fas.org http://www.acig.org http://www.designation-systems.net/dusrm http://www.globalsecurity.org Blueprints: http://www.aviacherteg.narod.ru (very slow site, but worth the wait) http://www.suurland.com http://www.simviation.com/designresources.htm (Links) Scrub - There's probably less scripting in my stuff than there is in RAD's F-18. Is there one type that is causing it? Try removing all the F-16's, then adding them back and removing the F-15's and so on. Commando - Latest versions of released addons are at the home page: http://www.footmunch.org.uk An old favourite (of mine ) will make a return tomorrow.
  12. Footmunch

    AI a bit low

    LizardX - Yep. If irScanGround=0, ground vehicles won't appear on the radar bar for the plane. Since the AI doesn't know about them, it doesn't attack them.
  13. Footmunch

    AI a bit low

    What's the reload time in CfgWeapons? If the AI can put more 'damage' on the target with the guns rather than the bombs, then it will select the guns: Damage per unit time = 'hit' / 'reloadTime' The AI 'knows' all these numbers, so you have to be a bit careful sometimes. The 100 for the hit is still a little high, IMO.
  14. Footmunch

    AI a bit low

    The bomb launcher (in CfgWeapons) should be derived from HellfireLauncher, in the same way as the AIM-9 launcher is. You could try this - in order for the AI to attack with bombs, it has to recognise the units far enough away that it can set up a good bomb run. Try increasing irScanRangeMax to 5000 or so. PM me the config, if you like, and I'll see if I can spot what's happening.
  15. Footmunch

    AI a bit low

    Scud - Hmm. Is your bomb deriving from LaserGuidedBomb? Try reducing the hit power of the guns, and see if the AI likes the bombs better. Maybe post CfgAmmo and CfgWeapons? And yes, the AI will use AA weapons on ground targets. The only way to stop this that I've found is to set irScanGround to 0 in the plane cfg. That means you have to have separate A2A and A2G versions.
  16. Footmunch

    AI a bit low

    Oh Scud, welcome to a _world_ of hurt  All the AI planes will swoop to attack. It's built into the game, and it's hard to convince the AI to do otherwise. If you want to stop them blowing themselves up, the best thing to do is to adjust the sideairfriction on the bomb's in cfgammo. Then, adjust the min/mid/max probabs and ranges so that the bomb is released at around 500 m out. The AI 'knows about' the cost and the explosive power of the weapons it carries. So, it won't put a high powered bomb on a 'jeep' - it will save the bomb for any 'tank' it comes across. Try putting a SCUD launcher in the middle of those trucks - the AI _will_ use bombs then. Looking good, BTW.
  17. Footmunch

    Lack of ideas

    JH avatar - nice work. Does making min negative work? Then you'd have to adjust the 'default' rotation of the cylinder so that the zero speed matches. However, I think 'speed' may be a 'speed in any direction' number. Also, it may be scaled a bit strangely - the altitude, I know, is scaled such that 304 is the 'max' height. Try adjusting the max value so that the full range is used.
  18. Footmunch

    Count the blessed units

    Perhaps easier to do it via the condition variable? Something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> condition = "count (crew _this) > 2 && (getpos _this select 2) < 30" where the '>2' means more than pilot and co-pilot. Sorry, just my own aversion to globals (from my C++ background). Oh, and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> count [crew _raft] returns 1, because the square brackets create a new array, the first entry of which is the crew array. So, the count works on the 'outer' array, rather than the 'inner'.
  19. Footmunch

    Count the blessed units

    Klink - Are the peeps on the life-raft 'crew' (ie in cargo proxy positions), or just standing on it? If it's the former, there's a crew _unit function that returns an array, IIRC. If it's the latter, I think you'll need to get 'trigger-happy'.
  20. Footmunch

    Cross country performance

    There are some ground handling parameters in the cpp, but I can't remember them off hand. You should be able to dePBO the BIS M2A2, and check if there are any particular extensions to the APC class in there.
  21. Footmunch

    Lack of ideas

    You don't _have_ to use the built in BIS height and speed dials coding, you could just have a script running that gets the speed and height of the unit, and then adjusts a couple of animations in the appropriate manner. Otherwise you need vert_speed and speed dials - check the commented configs for details. They have maxes and mins, as well as angles that allow you to adjust the range of movement. The anims could be sections of a cylinder that are coloured brown and blue. Then you rotate the cylinder around the long axis. So side view looks like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â \ . Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â | Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â / Where the dot is the axis, and the dashes are the indicator.
  22. Footmunch

    Healing powers

    Oyman - Ahhhh, so that's what those do. Thanks.
  23. Footmunch

    Cross country performance

    If it's having trouble going uphill, you could try reducing the weight slightly, and seeing what effect it has. However, this may make it more 'bouncy' on level ground.
  24. Footmunch

    Hunt the intruder - out-flank him

    I know, Bucket. Any big plans for the weekend?
  25. Footmunch

    Project mcar public beta release

    Geck - It may be that the proximity detonator is not being placed far enough in front of the missile, or it's too big (in Geo terms). If you're still using my proxdetonator, I made it very big just to show that it works - it could come down by a factor of 2, or so. Nice work all, by the way.
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