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IliektingsdatgoBOOOM

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About IliektingsdatgoBOOOM

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    Lance Corporal
  1. IliektingsdatgoBOOOM

    Texture help

    hehe wish i could help you here, but i totally suck at texturing myself. Ill prolly ask for someone else to texture my plane before i ever release it ;p
  2. IliektingsdatgoBOOOM

    Landing gear - moving direction

    Eureka its alive, alive!!! Woohooooooooooooo lol 1 tiny detail tho, when i start the plane in the air it starts with gears down. AI retracts the gear just fine after takeoff tho. I understand why i think, but is there a workaround? Great thanks sofar btw Bratz, you helped me allot already =)
  3. IliektingsdatgoBOOOM

    Landing gear - moving direction

    Good news for me hehe, ofp doesnt crash anymore after entering event handler in my cpp. Bad news is the damn thing wont retract. =( My complete cpp is the following: **************************************** #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class xxx { units[] = {xxx}; weapons[] = {}; requiredVersion = 1.40; }; class Mav { units[] = {}; weapons[] = {Mav}; requiredVersion = 1.40; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class Mav : AA { proxyShape="\xxx\Mav"; reloadTime=1.0; maneuvrability=15.0; irLock=true; airLock=false; laserLock=false; initTime=0.5; maxleadspeed=4000; ThrustTime=5.5; visibleFire=40; audibleFire=32; visibleFireTime=50; minRange=200;minRangeProbab=0.75; midRange=600;midRangeProbab=0.95; maxRange=2000;maxRangeProbab=0.75; maxControlRange=2000; thrust=700; maxSpeed=700; hit=1900; indirectHit=800; indirectHitRange=5; model = "\xxx\Mav"; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class Mav: MaverickLauncher { ammo=Mav; displayName="AGM-114a"; displayNameMagazine="AGM-114a"; shortNameMagazine="AGM-114a"; count=2; initspeed=15; sound[]={Weapons\rocketflying,db-10,1}; model = "\xxx\Mav"; canLock=2; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class xxx : Plane { scope=public; crew = SoldierWPilot; side = TWest; displayName="xxx xxx"; accuracy=0.30; maneuvrability=50.0; camouflage=0; audible = 1; irScanRange = 400000; irTarget = 1; irScanGround=1; laserScanner = 1; nightVision=1; driverAction = ManActA10Pilot; driveriscommander=1; hasGunner=true; maxSpeed = 216; gearRetracting = true; nameSound="plane"; soundEngine[]={"Vehicles\plane",db-10,1}; // Cessna sound soundEnviron[]={"Objects\noise",db-60,1.0}; // Cessna sound soundServo[]={"Vehicles\gun_elevate",db-40,0.4}; // Cessna sound aileronSensitivity = .8; // relative aileron sensitivity elevatorSensitivity = .8; // relative elevator sensitivity noseDownCoef = .3; // how much goes nose down during turns landingAoa="3.5*3.1415/180"; // vehicle movement precision flapsFrictionCoef=2; steerAheadSimul=1.0; steerAheadPlan=2.0; gunnerAction = ManActUH60Gunner gunnerOpticsModel="optika_zsu_gunner"; weapons[]={mav}; magazines[]={mav,}; armor=40; cost=200000; model="\xxx\xxx"; fov=0.5; animated=1; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.1, 0.8, 1.0}; }; }; class Animations { class LeftGear { type="rotation"; animPeriod=2; selection="left gear"; axis="axis gear left"; angle0=0 angle1=1.55; }; class RightGear { type="rotation"; animPeriod=2; selection="right gear"; axis="axis gear right"; angle0=0 angle1=-1.55; }; class NoseGear { type="rotation"; animPeriod=2; selection="nose gear"; axis="axis nose gear"; angle0=0 angle1=2.2; }; class EventHandlers { gear = "if (_this Select 1) then {(_this Select 0) Animate [""LeftGear"", 0]; (_this Select 0) Animate [""RightGear"", 0]; (_this Select 0) Animate [""NoseGear"", 0]} else {(_this Select 0) Animate [""LeftGear"", 1]; (_this Select 0) Animate [""RightGear"", 1]; (_this Select 0) Animate [""NoseGear"", 1]}"; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyMav : ProxyWeapon {model = "\xxx\Mav.p3d"; simulation = "maverickweapon";} }; **************************************** I carefully checked and renamed all the groups and axis in o2. Checked for spaces at the start and end of the names and all of that. Hope you can help some more Thanks in advance
  4. IliektingsdatgoBOOOM

    Landing gear - moving direction

    Cheers mate, ill get crackin right away
  5. IliektingsdatgoBOOOM

    Landing gear - moving direction

    Thanks for the snippet, but i still cant get it to work, can you please copy/paste the entire cpp please. (not just a small piece, everything=) Thanks in adavnce ;p
  6. IliektingsdatgoBOOOM

    Landing gear - moving direction

    Greetings, I have got the exact same problem when trying this on my plane. Kicks back to desktop after the codemasters logo. Please send me a working cpp or post one here. Thanks in advance.
  7. IliektingsdatgoBOOOM

    Need help for a script for a spy camera

    Very nice job guys, looking forward to this already =)
  8. IliektingsdatgoBOOOM

    Actions

    Consult the bible for this man : http://www.flashpoint1985.com/index2.html With bible i mean those commandref's you can download from various sites. Also check the codesnippet area if you can find anything usefull here: http://www.ofpec.com/editors/index.php Im sure i have seen a tutorial with how to make an ai rearm. But cant remember where.
  9. IliektingsdatgoBOOOM

    Parachuting at a higher altitude...

    There's a manual halo i use for these instances, written by schism. 2 scripts are called: ************************************ ; HALOChute.sqs ; By Schism ; Wake up, enemy territory coming... DUDE SetBehaviour "AWARE" ; Move the chopper to the unit HELO SetPos GetPos DUDE ; Move the unit into the chopper DUDE moveincargo HELO ; Then make him eject DUDE action ["EJECT", HELO] ; Unassign the unit unassignvehicle DUDE ; Put the chopper out of the way HELO setpos [500, 500, 0] ; And remove the chute deploy action. DUDE RemoveAction 0 exit ********************************* ; HALOInit.sqs ; By Schism ; Which unit is it? _unit = _this select 0 ; How high are they to start? _height = _this select 1 ; Fling them up there... _unit setpos [GetPos _unit select 0, GetPos _unit select 1, _height] exit **************************************** His readme stated the following: Manual HALO By Schism 1. What is a HALO? HALO means High Altitude Low Opening (parachute jump). Basically, you leap out in the stratosphere and freefall, deploying your chute at the last possible moment. This method should give the enemy zero warning of a soldier's arrival. In real-life, HALO would be conducted from a C130 Combat Talon or similar aircraft, but this is currently outside the scope of Operation Flashpoint. We must make do, therefore, with starting the mission during descent. You could add custom radio messages with the imaginary C130 to improve realism. Using manual HALO requires two scripts - HALOInit and HALOChute. Both are fully commented, I only ask that you keep my name on it somewhere if you intend to use it. HALOInit takes two arguments - unit and height. So, [Player,1000] exec "HALOInit.sqs" would place unit Player one thousand meters above his start position. HALOChute takes no arguments - because it is called through a custom action. (This prohibits passing parameters.) Therefore, it is necessary to set up a trigger as follows: Condition "TRUE, On Activation "DUDE = <name>; HELO = <name>". These global variables tell the HALOChute script which units are involved in the jump. (Change <name>'s to whichever units are relevant - Player and Chopper, for example). The astute among you will realise this prohibits multiple, simultaneous HALO jumps. However, if you wish to undertake a multiple HALO mission, you can probably figure out how to tailor the scripts specifically. If not, mail me here: 'David@allmac.force9.co.uk' and I will do my best to sort you out. The HALO unit needs the following in its INIT box: this SetBehaviour "SAFE" - Gun on back looks much better. [this,1000] exec "HALOInit.sqs" - Take to the skies this AddAction ["Deploy Chute","HALOChute.sqs"] - Add the custom action command. To summarise in its completeness: A helicopter somewhere, named whatever you want. The player unit, (roughly) where you want him to land. In the INIT box: this SetBehaviour "SAFE"; [this,<height>] exec "HALOInit.sqs"; this AddAction ["Deploy Chute","HALOChute.sqs"] And a trigger with Condition TRUE, and On Activation "DUDE = <unitname>; HELO = <choppername>" Replace <whatever> with the appropriate names/values. So, the player freefalls until he selects the Deploy Chute action, at which point his chute will... deploy! The custom action is then removed from sight, as you'd expect. Take your Black Ops insertions to new levels of reality! So, until the RandomChuteFailure script... Have fun, Schism. "Boldy going where no scripter has gone before..." **************************************** Im not sure where i got this scripts, but 95% chance i got it from edeting centre. It also got some automated halo scripts ofcourse =) Hope this helps
  10. IliektingsdatgoBOOOM

    Several questions

    http://www.ofpec.com/editors/index.php Try reading these tuts, they teach you all you ask and much more. have fun
  11. IliektingsdatgoBOOOM

    Is this possible?

    Thanks =) Anyone who know's something about those problems i mentioned? Pls reply what ever you got to help me further.
  12. IliektingsdatgoBOOOM

    Takeweapon

    I think you got the right line but in the wrong place. Try to put it in a trigger or waypoint and see what hapens. mysoldier action ["TAKEWEAPON",CarlGustavLauncher]; In a trigger activation
  13. IliektingsdatgoBOOOM

    Civilians and there cars!

    Ive been thinking about this aswel, havent tested it but you can create a scripts wich is activated by an area trigger. In the scripts you can camcreate vehicles like 10 or 100 meters behind the player ( do name the camcreated vehicle) Then do something like vehicle1 domove [(getPos this select 0) + 1000, getPos this select 1, getPos this select 2] so that it will drive to the point thats 1000 meters infront of the player. and will only drive off the road when its near that point And make it so that when its further away then 500 meters or so, that you delete vehicle or camdestroy it to reduce lagg overall. Aah well i havent tried it, but its worth a shot =) Hope you understand what i said too ;p Greetings
  14. IliektingsdatgoBOOOM

    Clean ammo storage

    I had this too one time , just to find out i had only used clearweaponcargo and forgot : ClearMagazineCargo UnitName I dunno, just a thought ;D
  15. IliektingsdatgoBOOOM

    Is this possible?

    Well its going pretty good at the moment. I got the new model ingame (sofar only 1 lod, but its just for testing) I used the config of an existing m113 and it already drives pretty good. http://members.lycos.co.uk/eeeeeek/fourphotogalery0.html Problems i have sofar: The props dont rotate / blur when driving, and when it drives trough water it sinks too far. Also the speed on land is perfect, but when it hits the water, it slows down like hell. Now i havent even added the points for the steering flaps (no idea what its called in English ) at the back. I already see that the propellors dont work so i guess airlerons and that steering flap dont work either unless its classified as a plane. Now i can classify it as a plane, but i think that would create even more problems such as floating on water and driving on land. On the other hand a hovercraft without propellors and those stearing flaps is boring and uggly. Have you folks any suggestions? Thanks again
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