Footmunch
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Everything posted by Footmunch
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Havoc - For the 'running through' - the GEO lod is accurate, but it's just at the wrong height where the clipping happens with the soldier model. I'll adjust it slightly and try to stop it happening. I put Sparrows on cos that's what I had to hand (from the F-4). I'll put AIM-120's on the final version. The LOD thing is just the game switching down to the lower lods for speed reasons. You can either turn up the detail settings (especially the 'auto-drop-down' in the configurator), or have some lag. I'll add some more lod levels to try and counteract this, but it does seem to have become more of a problem with the 1.9+ patches... Front wheel - D'oh, my bad. There are Turkish, Dutch, Belgian, Danish, Italian, Israeli, Spanish, etc. roundels in the roundel pack at: Homepage Download rktroundels.pbo and to apply them, put this setobjecttexture[0, "\rktroundels\r_denmark"] in the init line of the plane in the editor. The full list of roundel names is at the homepage as well. Extraction - If the Beagle gets a rear gunner, it will be automatically controlled only, I'm afraid. There are ways of adding turrets to planes, but they aren't really very effective, IMO. Hellfish - Yeah, the tail _will_ be more 'neutral' in final. Hopefully, I can add some more 'roundel' type coding that can switch it in and out, but the default will be a blank.
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Still here. Working with a couple of mods (FLK and as yet un- announced). Lot's of improvements to existing models going on... Il-28 Beagle 'final' beta some time this week (probably Friday).
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You can also rotate using the keypad numbers. Hit '5' to reset the view to the default. Hold down CTRL to slow down the rotate and translate speeds for finer adjustments.
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Fisch If you're doing the pseudo-proxies, then you can get rid of all the CfgNonAIVehicles stuff - it's not needed. Are the missiles in the model as 'full' models, rather than proxies? You can use 'getpos this' rather than 'getpos driver this', and it should give the same result (to within the height of the driver, ie ~2m or so). Try removing the weapons from the plane and seeing if that works. If it doesn't, then there's an error in the p3d file somewhere - GeoLOD, ViewPilot or Memory. I'd need to see the mesh to go any further. The setobjecttexture values in the Mav weapon sqs file are wrong. Also, it's more usual to attach the code to the fired EH, rather than having them running all the time.
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HK: How is it not working? Not firing the missiles? CTD? Missiles not disappearing? Your CfgModels looks a bit broken. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels {     class Default {};     class Vehicle: Default {};     class Tank: Vehicle {};     class Rapier: Tank     {        sections[]={"Missile1L","Missile2L","Missile3L","Missile4L","Missile1R","Missile2R","Missile3R","Missile4R"};     };     class Weapon : Default{};     class RapierMissile: Weapon {}; }; The class you create is the p3d file name, _not_ the addon name. You may want to call the p3d file TR_Rapier_Mesh in order to avoid confusion. If you change it, remember to change the model= line if CfgVehicles as well
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Triangulate the affected faces with the / or \ keys.
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IIRC The demo models (via Vixer) don't include a boat or a plane - one example of each in MLOD would perhaps be useful in terms of helping new addon makers.
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OT (slightly) What I'd give for a 'key-pressed' EH from BIS... I'm all in favour of automatic canopies and wing folding (when speed < 40 and height < 10) - that way the AI pilots 'use' them without having to be told to.
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DB My old Su-27 (at www.footmunch.org.uk) has two rudders and the p3d files are in MLOD so you can compare with them. Your naming seems okay - are you sure that it's not the prava smerovka and osa prave smerovky parts that are wrong? I think P Svetlo doesn't seem work for planes, but L Svetlo does.
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Action when missile hits the ground
Footmunch replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Quake Try adding some trace statements of the form: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player globalchat "In Explosion.sqs" player globalchat format["%1", _Missile] And try to see whether the explosion script is getting called, and whether you've got hold of the missile correctly. The only thing I can think of: is the name of the _missile_ OPGWC_SA2? Or something like OPGWC_SA2_Miss? IIRC, the fourth element of the fired EH array is the name of the missile class (ie ammoname). -
Supah Nice idea - a 'mixed-bag' airforce would be ideal for Nogova. Yep, take the Flogger's - the models are all MLOD, so you can play around with them if you like - PM me if you have any trouble with the pseudo-Proxy weapons. Also, when I finally release the Beagle, you can take that as well.
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Action when missile hits the ground
Footmunch replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Quake, When the Missile isn't alive anymore, the game engine deletes the object, so you can't getpos on it anymore. The thing to do is to keep a 'running' update of the missile pos while waiting for the not alive condition, and then pass the last position. So: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#MainLoop ~0.05 _lastmisspos = getpos _Missile ?(not alive _Missile): goto "Effect" goto "MainLoop" #Effect [_sa2, _lastmisspos] exec "\DS_obj\SA2\SA2_Explosion.sqs" exit and in the explosion sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sa2 = this select 0 _missX = (this select 1) select 0 _missY = (this select 1) select 1 _missZ = (this select 1) select 2 If you need the speed/velocity of the missile, you can do the same thing. BTW - this is all launched from the fired EH on the SA-2, yep? -
Edited: forgot the link: D/L Link After constant whining , the MiG-17 has been adapted so that the AI fire at ground targets - the plane has also been made more maneuvarable. There are now 3 skins: Left to right: 'Ghost' skin - FIA893 - Resistance side 'Jungle' skin - Polska120 - East side 'Desert' skin - Sudan549 - East side (All textured by Digital Centurion). All three are 'number' capable using the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, 571] exec "\rktmig17\number.sqs"(replacing 571 with the number you want). Use "arabnum.sqs" for arabic numerals. All are 'roundel' capable using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setobjecttexture[0, "\rktroundels\r_poland.sqs" where r_poland can be replaced with another roundel: Roundel List Some small texturing changes made on the gear and wheel wells: Mig-17 from the 'naughty' end, with 2xFAB-250: The bombs are added not by choosing a different vehicle, but by placing the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "\rktmig17\addbombs.sqs"in the init of the plane. This script adds the bombs to the plane and draws the underwing pylons. This can be done on any of the versions above. The AI uses these bombs as well. Note that the bombs are 'real-proxy' type weapons, but this could be done with 'pseudo-proxy' types as well. Close up of FAB-250 and gear: I've taken the -17 off the home page while these changes are beta-tested. Have a nice weekend. I'm going to be slaving over a hot Skyraider...
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It means Cons dug up the wrong thread
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Nice stuff, BA Folding wings are fairly easy to do, but it's often a good idea to make them fully automatic (ie they fold down when speed is above 50, and fold up when the engine is off, and the speed is less than 10), so that you don't have to tell the AI how to use them. Note that if you have ailerons on the folding wings, you'll have to do some texture swapping and hidden selections (Hudson knows about this, I think ) Custom gear is easy as well: check out my Phantom, or Skaircro's F-5 beta. There's a tutorial by Col. Klink as well. Note that you can only rotate the gear around one axis, unless you switch in and out some hidden selections. Sadly, we can't apply RTM files to objects - hopefully this will be possible in OFP2. Mirrored textures aren't that bad - they do reduce the texture size by a factor of 2, which can help on older machines. Oh, and you're not using JPEG for textures, right? Hudson - Are you using the pseudo-Proxy stuff on those loadouts? Or have you got something else up your sleeve?
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Nice stuff, BA Folding wings are fairly easy to do, but it's often a good idea to make them fully automatic (ie they fold down when speed is above 50, and fold up when the engine is off, and the speed is less than 10), so that you don't have to tell the AI how to use them. Note that if you have ailerons on the folding wings, you'll have to do some texture swapping and hidden selections (Hudson knows about this, I think ) Custom gear is easy as well: check out my Phantom, or Skaircro's F-5 beta. There's a tutorial by Col. Klink as well. Note that you can only rotate the gear around one axis, unless you switch in and out some hidden selections. Sadly, we can't apply RTM files to objects - hopefully this will be possible in OFP2. Mirrored textures aren't that bad - they do reduce the texture size by a factor of 2, which can help on older machines. Oh, and you're not using JPEG for textures, right? Hudson - Are you using the pseudo-Proxy stuff on those loadouts? Or have you got something else up your sleeve?
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Yes, I'm still here, although I won't be posting anything new over Christmas, as I'm on a 56k connection until mid-Jan. Currently, my ofp dir contains: Beagle - Bombardier and Pilot cockpits in progress. Su-27 - Cockpit/texturing/weapons upgrades. Sea Fury - Just out of alpha. Gaskin - Car class launching missiles - with input from Sefe and sa8gecko - close, but not good enough yet. Sabre - Cockpit to be finalised. Plus some 'contract' work for a few well-known MOD's...
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Have you tried adjusting Cost as well? Higher costs seems to mean the AI try harder to destroy it (check the Scud cost in Commented Config.)
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Crippler Don't define the needle selections in CfgModels or in the hiddenSelections - the game engine picks them up automatically (like klapka and vejskovka). IndicatorRPM should work, but RPM2 _does not_ work on planes (and believe me, I've tried) - like there's only one gun on planes, there's only one engine, AFAIK. If the needles have disappeared in game, that would suggest that the axes are badly defined and they are actually rotated somewhere you can't see. Check that you only have two points in the axis selection that are perpendicular to the needle, and that you are using the same name in the LOD and the CPP (check for underscores '_'). If the game can't find the axes, it will rotate the needles around the centre of mass (or zamerny, I think). The angle value is the amount that the needle goes round (ie 360 is a full circle). The min and max values depend on the value being indicated.
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Try adjusting the value for 'dispersion' in the config.cpp. Note that it is an angular value, and usually very small. Compare the values for the sniper rifles and the assault rifles in the commented config for the appropriate range.
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Adjust MaxSpeed in the config.cpp, and the total mass value in the GeoLOD. BrakeDistance is the 'stopping' distance. Lower means stopping more quickly.
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A 'small' Footmunch Friday. There'll be a bigger one next week. Some Sea Fury pics: Alpha link: Zip file Currently at 50% or so. Cockpit and sounds should be done by next week. Please don't repost this at news sites, as it is a _long_ way from finished.
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HardRock: Smith is right - you could place a WP at the calculated point of impact, and update the WP position every .2 seconds or so. It would have to be switchable (from the Action menu? CCIP On/Off?) so that the player could turn it on for a bomb run, but not leave a WP flying around during cruising and takeoff/landing. Also, does the CCIP calculation take into account terrain height/sideAirFriction/Plane speed? There's nothing worse than having a CCIP that actually shows the wrong point . Cons: That sounds like CCRP - Continuously Computed Release Point. That may be more difficult, especially with all the cue lines in the HUD. Miles: The Vucan is currently in Alpha hell. I still haven't managed to convince the AI not to 'swoop' when bombing, and it looks silly to have a Vulcan dive in at 10m AGL. I may release it 'as is' with notes in the readme, or set up a 'bomb run' script. I did have a Blue Steel (nuclear stand-off missile) version, but it was a 'little' overpowered .
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Still here. At the moment, I'm working on Vietnam era planes for a group who will make a full announcement soon. This will include _many_ F-4 versions. In the pipeline - Il-28 Beagle (currently doing the cockpits) - Sud-Ouest Vautour (like a French Canberra) - Hawker Sea Fury - Car class launching a missile... Wonder: I've got an old version lying around that had that 'cone' dropping off when the weapon is first fired, but it was a pure visual effect, and didn't add anything to gameplay. I may resurrect it if I get a chance. Jinef: I know what you mean about the 'magic' iron bombs, but it's really a compromise to get the AI to work properly. For every person who wants the F-4 to be an accurate test of pilot skill, there's another one who wants the AI to be able to perform a strike on a group of tanks. I've noticed a recent trend towards separate AI and 'User' versions, but I can only think this is the wrong road to go down.
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SolidSnake - Yep, it's all my fault . Unlike the excellent cluster bombs on the RAD Hornet, the bomblets that are released during napalm deployment are not 'linked' to the pilot of the plane - it happens with the Mk20 Rockeye's on the Skyraider as well. I want to go back and try to fix this in the future, but right now, just take pride in knowing that you've killed the baddies, whether the game registers your score or not . If you're helping grunts on the ground, they'll let you know how you've done. General bombing techinques: Lock on to your target about 1-1.5 km out, and drop when the diamond over the target square is at it's most intense (usually at around 500m). Also, if your bombs are dropping short - increase release speed: if the bombs are falling long, decrease release speed. As a special note for the Napalm - it's a good idea to release above 50m, or you may get a slight surprise.