Liquid_Silence
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Mission idea for bas littlebird & deltas/rangers
Liquid_Silence replied to theavonlady's topic in USER MISSIONS
JAP: Probably the Rangers...but it all depends on the actual situation... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BAS-Damocles @ posted this)</td></tr><tr><td id="QUOTE">High powered magnification scopes would be impractical mounted on a machine gun, and not very accurate.<span id='postcolor'> Damocles, you definitely are an authority on this sort of stuff, and this is a heavier machine gun but I thought I'd mention it anyway... A Marine Scout/Sniper (more like the Marine Scout/Sniper ), Gunnery Sgt. Carlos N. Hathcock II, was once accredited with hitting an NVA at 2,500 yards (1.42 miles, or 2.28 kilometers) with a special scope-adapted (I think the scope was a Unertl, and that it was side-mounted) .50 caliber machine gun converted for single shot operation.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 15 2003,11:11)</td></tr><tr><td id="QUOTE">It wont work like that. Anywheres on the map 0 is depending on the terrain height. Even if you moved the object wanting the height check to over and  above your sea level marker ,it will still be the same height off the land it was in the other position. Anywheres in the water 0 is same tho Appears math is needed<span id='postcolor'> Math is most definitely not needed. Ok, I'll use the version I would use (I have 1.91) to explain this clearly... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">solution (for 1.90+): in init.sqs: Setup that only needs to happen once... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;create a trigger (an object with 0 asl as it's height always... sea_level = "emptyDetector" camCreate [0,0,0] ;load the function file into memory as a string to optimize code... get_sea_level = loadFile "get_sea_level.sqf" <span id='postcolor'> in get_sea_level.sqf: called whenever someone wants to get the height asl of an object... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">commant "declare a couple of variables a private in scope..." private ["_object","_height_asl"]; comment "set _object to the object to get the height asl of..." _object = _this select 0; comment "set the trigger to the position of the object (and since it's height is always 0 asl, you can use the fast way (setpos getpos)" sea_level setPos (getPos _object); comment "get the distance between the object and the trigger, which is the height asl of the object...and the distance function is very accurate, so no complaints there please..." _height_asl = sea_level distance _object; comment "return the height asl of the object" _height_asl<span id='postcolor'> example usage:  if you wanted to find the height asl of a helicopter called chopper... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = [chopper] call get_sea_level hint format ["%1",chopper_height_asl]<span id='postcolor'><span id='postcolor'> EDIT: OK, I re-read your post, and I now understand where you have gone wrong...the object I am camCreating here is a trigger not a marker...meaning that it always has a height of 0 asl...
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Um, I don't know if it would work in multiplayer or not... It should work if you change the camCreate to createVehicle...and put public sea_level below the createVehicle command... And yeah, they'll all use sea_level...If you're gonna be using it a lot you can change it to a private variable for each, to prevent weird things happening
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Getpos setpos transport under helicopter
Liquid_Silence replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @ Feb. 07 2003,13:23)</td></tr><tr><td id="QUOTE">I'm a bit surprised, that the script worked. Since I did it like this and had to change the setpos line to: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sea_level setPos [(getPos chopper)select 0, (getPos chopper)select 1, 0]<span id='postcolor'> otherwise sometimes the distance was 0! Â Add. using: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = (getpos chopper select 2) -(getpos _sea_level select 2)<span id='postcolor'>might be more precise.<span id='postcolor'> hmmm...I'll change mine accordingly. I haven't had any problems with it so far, but better to be safe than sorry About the distance thing: a) Distance seems to be perfectly accurate at reasonably short distances...I haven't tested it though, so you may be right... b) this would require a slower workaround for BAS's MH47E...since all getPos chopper select 2 does on that is return close to zero...my way works for all choppers without specifying which you're using... -
I never bothered navigating by the stars on that mission, I just used logic, and realised that if I had just come over the mountain then I just had to head downhill...seemed to work fine for me
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solution (for 1.90+): in init.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">sea_level = "emptyDetector" camCreate [0,0,0] get_sea_level = loadFile "get_sea_level.sqf"<span id='postcolor'> in get_sea_level.sqf:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_object","_height_asl"]; _object = _this select 0; sea_level setPos (getPos _object); _height_asl = sea_level distance _object; _height_asl<span id='postcolor'> example usage: Â if you wanted to find the height asl of a helicopter called chopper... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = [chopper] call get_sea_level<span id='postcolor'> solution (for < 1.90): in init.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">sea_level = "emptyDetector" camCreate [0,0,0] height_asl = 0<span id='postcolor'> in get_sea_level.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_object = _this select 0 sea_level setPos (getPos _object) height_asl = sea_level distance _object<span id='postcolor'> example usage: Â if you wanted to find the height asl of a helicopter called chopper... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[chopper] exec "get_sea_level.sqs" chopper_height_asl = height_asl<span id='postcolor'>
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Soldier taking helmet off in-game
Liquid_Silence replied to Matthijs's topic in ADDONS & MODS: DISCUSSION
I like the action idea... can't you set the action radius to zero or near zero? -
Getpos setpos transport under helicopter
Liquid_Silence replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
Spitfire: just use a camCreated trigger </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sea_level = "emptyDetector" camCreate [0,0,0] #loop _sea_level setPos (getPos chopper) chopper_height_asl = _sea_level distance chopper ~0.01 if (alive chopper) then {goto "loop"}<span id='postcolor'> would update "chopper_height_asl" every 0.01 sec with the height asl of the chopper, as the camCreated trigger doesn't ever change its height from sea level... I just camCreate a global trigger at the beginning of my script, and use it for all choppers that have cargo ropes (+ anything else requiring height above sea level readings) EDIT: Prospero: I'm having a look at the script. From the look of it, it's gonna be helpful Um, its the one from the thread titled "floor enumerator demo" or something like that, right? -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CuteQA @ Uh, earlier methinks? )</td></tr><tr><td id="QUOTE">Shotbox was terminated <span id='postcolor'> Yeah, and it's a good thing too they were spending far too much time losing their tempers at morons who didn't know when to shut their mouths rather than working on their beautiful units Oh and I hope that that Thunder-whats-his-name guy didn't get in too much trouble since he didn't seem a bad sort at all...but that other guy was a complete moron... loco me says...loco...
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Force a unit to stay prone
Liquid_Silence replied to Little Blue Assassin's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (¤Specops¤ @ Feb. 06 2003,12:51)</td></tr><tr><td id="QUOTE">euh... this setUnitPos "down" Is it correct ?<span id='postcolor'> yes it is, and the code you are using should work... try using this stop true at different points in the code... -
Get out of the vehicle, now!
Liquid_Silence replied to Little Blue Assassin's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Little Blue Assassin @ Feb. 06 2003,06:44)</td></tr><tr><td id="QUOTE">Now on a somewhat related note, I am trying to delete a helicopter in the air when it reaches the edge of the map. Â This works, but the pilots both fall to their deaths, and I want them to be deleted instead so that it does not affect my rating. Â Now, I tried making an empty helicopter and two pilots with names (so that I could delete them seperately with a different trigger) and then placing the pilots in the helicopter, but one of the helicopter's waypoints before the deletion involves the "transport unload" command, and it will only work if the helicopter is created as a manned unit (I mean, it can't piloted by two guys placed inside using the "moveindriver" command as I tried to do). Â And you can't name the drivers or pilots of a unit that is created manned (as far as I know). What I am trying to do now is create a trigger that will affect all units within its radius, but I have searched both this forum and the command reference for a long time and I cannot find any "all units within this trigger's radius" command, or anything like it. Â Please help.<span id='postcolor'> a. deleteVehicle (driver my_chopper) deleteVehicle (gunner my_chopper) create the trigger, set to activated by "anybody" (or everyone or whatever it is ) ok: in "on activation" put "_x doThis thing" forEach thisList but change the code within the "" to what you want it to be (if you use v. 1.90+ you can use {} instead of "" which is better ) e.g. you want anyoine within the triggers radius to be deleted: on activation: "deleteVehicle _x" forEach thisList if you want to do some things, then it might get tricky: e.g. you want everyone to salute once when they get within a certain distance...if you used (on activation: {_x stop true;_x playMove "effectStandSalute";~2;_x playMove "effectStandSaluteEnd";_x stop false} forEach thisList) then any person within the trigger would constantly be saluting...so you'd have to come up with a workaround for it (probably using a script) If you encounter any more problems just post again -
Someone who knows stuff about the drop command could do it with a "fired" eventHandler and the drop command...
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Getpos setpos transport under helicopter
Liquid_Silence replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @ Feb. 05 2003,17:10)</td></tr><tr><td id="QUOTE">It's better to calculate the correction by making a trigger or gamelogic that moves around with the chopper, staying right underneath it with a looping setPos command. If you setpos it to an elevation of 0, it remains at the ground level, even when there is a multilevel building on that spot. Then, the height error the building is causing can be calculated by substracting the reported height of the helicopter from the distance of the helicopter and the trigger.<span id='postcolor'> Yeah, I'm using a camCreated trigger that is setPos'd to the helicopter every cycle (and since it's a trigger it's height is always sea level...) Basically the compensator works, but there is a certain height band it doesn't work in...(I wish BIS had chosen a different way of detecting walkable surfaces...) I am currently using a compensator that runs once a cycle, but I may have to use a looping compensator. I am still running a few tests to see the best way of doing this, 'cause I don't want to slow down the script too much. Progress is slow, 'cause I'm also working on a campaign I'm very interested in any information anyone discovers about the vehicle tilting thing, as this is another thing I'm gonna have to fix before my script is usable... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Feb. 05 2003,05:33)</td></tr><tr><td id="QUOTE">...but it also means that careful attention must be made so that it does not interfere with other weapon addon packs that have the same weapons.<span id='postcolor'> That's why we have the OFPEC naming conventions 3 letter tag that is a unique ID for any addon maker...i.e. BAS's is BAS, SelectThis's is STT etc... If you register a tag and use it for all your addons then you shouldn't run into problems at all