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Grendel

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About Grendel

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  1. Grendel

    Oicw script v1 beta

    OmniMax, I think the multiple laser issue (multiplayer I assume) could be problamatic, but possible. I'll work on it. on the "projectory glockenspiel", that is pretty much how it works already. Some adjustments have to be made as the fired eventhandler doesn't pick up the fired bullet right away (after about 50m) and this effects the pure range/velocity=TOF calculation a bit. As you can see, this is only the fourth time I have posted on the official forum (used to be an exclusive OFPEC forum surfer) and I can't see how to attatch files to the post....so I could e-mail you an example mission if you would like to see how it works. I can also work something out about an adjusted aimpoint as well, believe it or not.
  2. Grendel

    Oicw script v1 beta

    Hey again everyone (hope someone remembers who I am lol) I actually just started messing around again and it just so happens I made a script for 25mm airburst fuzed ammo (I did it to tweak a new XM109 Addon I found the other day on the CZ site) It is rather involved (multiple scripts due to SOFLAM compatibility and such), and some constants would have to be changed to work for different muzzle velocities of different addons, but it is a working beta right now. You can use a laser designator (BAS_Soflam) to range to the target, and then switch to the XM109 (or whatever weapon really), and the fuze is automaticaly set for the 25mm munition. I have also come up with a proprietary targeting system as well that would take a while to explain, but basically works with the (player knowsabout _unit >0) and some drop created "HUD" effects. Trust me it works Anyway, the script uses the good ol' fired eventhandler, but it also uses the getheightASL .SQF to basically form the A and B sides of a right triangle, then a simple sqrt(A^2+ B^2) to find the length of C (the actual range from player to target). It then calculates the time of flight (in fractions of a second) until the round would reach that range, deletes the fired round, camcreates two JAM M433 grenades, and some nice Drop created 'airburst" effects. I have tested it out to 1000m on .intro island and it is ahem...VERY effective. If anyone is interested I can upload it to say...OFPEC script submissions or e-mail it to you. BTW, expect a suprise in a week or so...dum dum DUUUUUMMMM!!!
  3. Grendel

    Nearest object

    Howdy. (hey sa8gecko!) Need help with nearestObject as well, and figured I wouldn't start another thread (in addition to the one on OFPEC). I'm not sure if I'm understanding this entirely... If you don't specify a type in the array following the NearestObject command, then it will look for whatever the nearest object is regardless of type? (just want to be sure) If I was trying to find a nearest object in 3D space, would I have to put the z coordinates in the array or does it ignore altitude (like a trigger) as long as its over zero? would the following work to find the object (or lack thereof) a bullet impacts (after a bullet tracking script determines the final x,y,z of the round)? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;where _bx/_by/_bz are the bullet's final coordinates... ;place gamelogic at impact coordinates for range info... gamelogic setpos [_bx,_by,_bz] ;check to see if impact altitude is greater than 1... ?(_bz>1):goto "goodaltitude" _bz=_bz+1 #goodaltitude ;find nearest object to impact coordinates... _target= nearestObject [_bx,_by,_bz] ;check for null object ***is this syntax right???*** ?(_target isNull):goto "notarget" ;get distance from impact to target _distance=_target distance gamelogic ;see if bullet actually hit target, might be able to reduce value below one ?(_distance>1):goto "nohit" player sidechat format["I just hit %1!",_target] exit #nohit player sidechat format["I just missed %1 by %2 meters", _target, _dis] exit #notarg player sidechat "I didn't even come close!" exit Thanks! -Grendel
  4. Here's what I'm begging for: The engine is able to pass along information when you 'mouseclick' in-game. For example, there is a command for OnMapSingleClick which passes coordinates when you click on the in game map. What OFP needs (scripting wise) is a similar command to pass along a unit's information. When you hit the Function Key assigned to a squad member, your target reticle changes to the command reticle. By clicking on a unit you pass along the information to one of your squad members. If this could detected by a script it would solve a ton of problems with getting scripts to target a unit designated by the player in game (on the fly). Also, a command that checks to see if a unit is prone or standing would be great I know BIS has enabled certain functions with patches in the past...Please do something similar here. -Grendel
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