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Harkonin

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Posts posted by Harkonin


  1. Just curious about the bloody footprints, did you guys simply add the texture to the OFPEC blood scripts

    ; list of blood objects to be used for 'bleeding' units (in order of size = severity)

    ? format["%1",blood_bleeding_list] == _null : blood_bleeding_list = [["ASM_Bldchnk3","ASM_Bldchnk2","ASM_Bldchnk"],["ASM_Bl

    dchnk3","ASM_Bldchnk2","ASM_Bldchnk"],["ASM_Bldsplat"]]

    or did you completely rewrite it specifically for these units?

    btw that fecking rocks.


  2. Heres the problem, I have the AI moving to the nearestobject on detection with -

    _ai domove (getpos nearestobject [0,0,0])

    but they don't actually hide "behind" it as in the opposite direction the player is.

    I need something that will give them the position of the player and position of the nearest object and make them move behind the nearestobject accordingly.

    For example if the ai is 20 meters west of a bush or rock and the player is 40 meters south of the ai then the ai would move northeast behind the bush or rock.

    Dinger suggested this bit of code -

    _aix = _aip select 0

    _aiy = _aip select 1

    _objectp = getpos _object

    _objectx = _objectp select 0

    _objecty = _objectp select 1

    _box = _aix - _objectx

    _boy = _aiy - _objecty

    _d2d = sqrt (_box^2 + _boy^2)

    _distancebehind = 2

    _dbx = _distancebehind * (_box/_d2d)

    _dby = _distancebehind * (_boy/_d2d)

    _resultx = _objectx + _dbx

    _resulty = _objecty + _dby

    _ai domove [_resultx, _resulty]

    but I can't seem to implement it.

    Any help is appreciated.


  3. Just wanted to ask if anyone would make a tutorial on changing the GUI. I love the way FDF did it, maybe an FDF member would like to do it? I've tried redoing the Res Bin to cpp and editing it but I can't get cpp 2 bin to get it back in Bin format without errors. Basically I wanted a cross between the Codeblue GUI and the FDF 1.


  4. Been working on a more intelligent AI script but have 1 problem.

    Ai takes cover using the knowsabout command. If uncertain of a units whereabouts I want them to take cover behind the nearestobject.

    so far I can only manage them to move to the nearest object with _ai domove getpos nearestobject.

    anyone know how I can get them to move to the nearest object and "behind it" as in the opposite direction of enemy forces.

    I assume i need some complicated sin cosin equation.

    Help appreciated thanks.


  5. Hi, I totally dig your work GM but were exact opposites. Your trying to make every script into a mod and I've strived to convert mods into scripts where "everyone" not only the people with mods to be able to benefit from them. However your doing excellent work, just wanted to state that. Now if you really want my effects you can contact me via msn.


  6. Funny I just scripted an effect like this

    It is based on the scripts already in resistance.

    Script 1 "the handler" -

    Firesource.sqs:

    _posDrop = _this select 0

    _velocity = _this select 1

    _lifeTime = _this select 2

    _intensity = _this select 3

    _object = _this select 4

    ; Fire

    ;position velocity

    [_posDrop, [0,0,0], _lifeTime, _intensity, _object] exec "fx\fire.sqs"

    and thats called with a trigger using a condition of -

    not alive unitname

    On Activation of -

    ;position velocity, life, size,

    [(getpos unitname), [.5,1,.5], 90, 4, "" ] exec "firesource.sqs";

    then you need the fire script that the previous 1 calls -

    Fire.sqs:

    _numLoops = _Duration / 0.15

    _loopCounter = 1

    _posDrop = _this select 0

    _velocity = _this select 1

    _lifeTime = _this select 2

    _intensity = _this select 3

    _object = _this select 4

    _delay = 0.3

    _lifeTicks = _lifeTime / _delay

    _lifeTick = _lifeTicks

    #Begin

    drop ["cl_basic", "", "Billboard", 1, 1.5, [(_posDrop select 0) + random 0.5, (_posDrop select 1) + random 0.5, (_posDrop select 2) + 1.5],[random 0.3, random 0.3, random 0.3], 1, 0.004, 0.004, 0.1, [5*(0.1 + 0.2 * _lifeTick/_lifeTicks), 5*(0.1 + 0.5 * _lifeTick/_lifeTicks), 5*(0.1 + 0.1 * _lifeTick/_lifeTicks)], [[0,0,0,1], [0,0,0,1], [0,0,0,1], [0,0,0,1]], [0,1,0], 0.5, 0.05, "", "", ""]

    drop ["cl_fire", "", "Billboard", 1, 1.5, [(_posDrop select 0) + random 0.5, (_posDrop select 1) + random 0.5, (_posDrop select 2) + 1.5],[random 0.3, random 0.3, random 0.3], 1, 0.004, 0.004, 0.1, [5*(0.1 + 0.2 * _lifeTick/_lifeTicks), 5*(0.1 + 0.5 * _lifeTick/_lifeTicks), 5*(0.1 + 0.1 * _lifeTick/_lifeTicks)], [[1,1,1,0], [1,1,1,1], [1,1,1,0.6], [1,1,1,0]], [0,1,0], 0.5, 0.05, "", "", ""]

    drop ["cl_fire", "", "Billboard", 60, 9, [(_posDrop select 0), (_posDrop select 1), (_posDrop select 2) + 1], [(_velocity select 0) + 1.5, (_velocity select 1) + 1.5, (_velocity select 2) + random 1.5], 1 , 0.185 , 0.155 , 0 , [0.05,0.25] ,[[0.3,0.6,0,1],[0.5,0.5,0,1],[0.75,0.75,0,1],[0.75,1,0,1]] , [0] , 0.3 , 0.3 , "" , "" , _object]

    drop ["cl_fire", "", "Billboard", 60, 9, [(_posDrop select 0), (_posDrop select 1), (_posDrop select 2) + 1.5], [(_velocity select 0) + 1.5, (_velocity select 1) + 1.5, (_velocity select 2) + random 1.5], 1 , 0.185 , 0.155 , 0 , [0.05,0.25] ,[[0.3,0.6,0,1],[0.5,0.5,0,1],[0.75,0.75,0,1],[0.75,1,0,1]] , [0] , 0.3 , 0.3 , "" , "" , _object]

    ~_delay

    _lifeTick = _lifeTick - 1

    ?_lifeTick > 0 : goto "Begin"

    That should work for ya, the first Drop is the fire, the next 2 are the sparks, and finally the smoke.


  7. Any would be scripters out there that can help I'd appreciate it.

    Basically I need this drop effect here from Babylons script-

    drop ["cl_fire" , "" , "Billboard" , 120 , 9 , [_objPosX,_objPosY,(_objPosZ + 1.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [0.05,0.25] ,[[0.3,0.6,0,1],[0.5,0.5,0,1],[0.75,0.75,0,1],[0.75,1,0,1]] , [0] , 0.5 , 0.5 , "" , "" , ""]

    but in this form here -

    ?(random _lifeTicks) < _lifeTick : drop ["cl_fire", "", "Billboard", 1, random 5, _posDrop, [(_velocity select 0) + random 1, (_velocity select 1) + random 1, (_velocity select 2) + random 1], 1, 0.005, 0.0042, 0.2, [random 0.05], [[1,1,1,1],[0,0,0,0]], [0,1,0], 0.5, 0.5, "", "", _object]

    can't seem to get it quite right.


  8. Not many "mainstream" editors will know enough to make 1 huge pbo with a cpp so a large zipped file with individual pbo's should be the most relevant way to go.This shouldn't be a problem if kept up on by the server admins/owners. The initial pack would be the hardest since everyone needs to agree on it but patching it should be quite simple for most clans since we all release "patch" links or host them ourselves.  The most important part at this point is to unify the Clans and servers in a common pack. For exmaple Lolsav has e-mailed me if we were willing and my response was simply it depends. All the clans and servers are going to have to give and take a little but I feel the "core" components or what they have heavily upon their servers already should be not sacrificed. For example our server uses the ZSURealistic,Vulcan Realistic, M21High, KSVK, and a few other individual addons almost as much as the Bas addons and Sebnam ones. A large discussion needs to be done with all involved and even those who are not.

      Just think of never being kicked from a server for not having "their" addons pack again.

    Maybe I'll just keep dreaming.


  9. Since I love a good argument I'll have to side with the SES boys on this 1. There is a huge demand on servers to streamline some common add-ons our server included since we use about 200+Meg of addons at the moment. As stated befor this should primarily be for co-op servers since the mission makers get a wider freedom to mission editing. Updating modules is relatively easy since after an initial pack is put out it can be updated with new smaller packs with either the new addons or updates for existing ones which will be like a "patch" installer. Vetserver has also adopted the Mod folder with a desktop icon and makes for easy use, all addons in the modfolder are launched through the new icon (also keeps the editor from getting cluttered with nonexistant addons).

    Just my 2 cents, goodluck Lolsav and Daddl.


  10. Small problem here. Not sure is your familiar with CTI but its like RTS in that you create units ingame. First problem - Trigger doesn't recognize spawned units (Solved)

    Problem #2 Had to script the eventhandler into the unit build scripts. (Solved)

    Problem #3 the script is running client side only, example - you build a soldier.....you see the blood when hes shot, noone else does. I build a soldier vice versa.

    SNyper or anyone have a suggestion or solution for this?

    this is an example of the event hadler I'm using

    ? (_unitType == SoldierType):_newunit addEventHandler["Hit",{_this Exec "Effects\bloodsquirt.sqs"}]

    i changed blood_squirt btw...not using the addon but modified scripts from the pbo.

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