

Macser_old
Member-
Content Count
678 -
Joined
-
Last visited
-
Medals
Everything posted by Macser_old
-
Right,I've started work on scratch building the dpship,so it's in the early stages atm.Of course,I'll still be tweaking the Apc in between. Just so you can see we're still busy,here's a couple of basic geometry pics from O2. Not much to look at,atm,but it's got the basic feel and shape.Although it looks poly heavy,the count stands at about 1400. With regard to the Apc,I've sorted out my initial problems with the main turret.It functions as it should,with some small compromises.It's not perfect,but it does look the way you would expect.And the turret retraction and deployment only takes up one slot on the user menu.So no real clutter there. As I'm sure most of you know,adding an extra turret is far more problematic than it sounds.So there's a high chance the forward cupola may not function.I'm not going to promise things I can't deliver. Nevertheless,I intend to at least make an attempt.As recently,I've seen an excellent example of an addon "bolting on" a turret.And with good visual results too.How it will react to extreme terrain or bridges though I'm not sure. Anyway,as I said,I'll take a shot at it.Stay tuned.
-
Eh,I'm not sure if I'm missing something, but I've just tried reloading a save game point.Just out of curiosity. And strangely enough,my textures are there, after the load.Granted the animation is reset, but the hidden selections don't remain in a hidden state.They react exactly as supposed to. So despite the use of SetObjectTexture,I've reloaded a single player save game,without any unwanted after effects.Was I misunderstanding something of the setObjectTexture bug? Just so you know,I'm using the texture in question on another part of the vehicle.In an area that can't be seen.An area that's not a hiddenselection. Perhaps this does help after all? The point is,it works. Here's my scripting,as it is stands. TurretUp.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _apc =_this select 0 _apc say "TurretWindUp" _apc animate ["animTurret",1] ~3 _apc setobjecttexture [1,""]; _apc setobjecttexture [2,"\M577Apc\Turret.pac"]; _apc animate ["animturret2",1] ~2 _apc setobjecttexture [2,""]; _apc setobjecttexture [0,"\M577Apc\Turret.pac"]; _apc setbehaviour "Combat" _apc addweapon "browning" exit TurretDown.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _apc=_this select 0 _apc say "TurretWindDown" _apc setbehaviour "safe" _apc removeweapon "browning" _apc setobjecttexture [0,""]; _apc setobjecttexture [2,"\M577Apc\Turret.pac"]; _apc animate ["animturret2",0] ~2 _apc setobjecttexture [2,""]; _apc setobjecttexture [1,"\M577Apc\Turret.pac"]; _apc animate ["animTurret",0] exit I also use a small "setup" script via the init eventhandler, to get the texture loaded on startup,and remove the weapon from the vehicle. Visually the scripts perform their task,with a few small snags.But I think that can be sorted with some tweaking.
-
I've managed to get this Apc's turret to move via userAction based animations. From the position you see it in now to a position directly behind.But after the animations have been called the turret seems to lose functionality.The gunner can still turn and fire.The "zasleh" selection moves and shows and so too does the pointer.But the turret itself is locked in the last position of the animation.The position you see it in above. Is this an inherent problem with animating turrets? If so is there another way around this? I don't see anything wrong in the config,but here's the relevant section anyway: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class animturret { type=rotation; animperiod=2; selection= MainTurret; axis=MturretAxis; angle0= 0; angle1= -1.5708; }; }; class UserActions { class Turretretract { displayname = "Retract main turret"; position = "Pos TSwitch"; radius = 5; condition = "this AnimationPhase""AnimTurret"" <= 0.5"; Statement = "this animate [""AnimTurret"",1]"; }; class TurretDeploy { displayname = "Deploy main turret"; position = "Pos TSwitch"; radius = 5; condition = "this AnimationPhase""AnimTurret"" >= 0.5"; Statement = "this animate [""AnimTurret"",0]"; }; }; Any help is greatly appreciated. Macser.
-
@Blazin Well,seein as it's in .3ds and .p3d, theoretically you could use it in both I suppose.But it would probably need a trim down for Ofp,judging from the smooth curved surfaces. @Alloisi Looks good either way.
-
Hello again AtstWalker, Thanks for your patience. I understand what you're saying about the SetObjectTexture command not working with SP savegames. But I'm trying to keep scripting to a minimum.Mostly,because I'm not very good with it. Based on what I've learned from you and Footmunch.I can get the turret visually to look the way I want using a couple of scripts. I can also prevent it from firing during the animations,and return it's firing capabability when it finishes. Now,I'm aware that SetObjectTexture messes up,because the texture would have to be reloaded after a savegame.Or else it would be transparent.But what if the texture was already present on the model,in a different part?Something that's not a hidden selection. Could that get around the bug? Or would I still need something like that "selection manager",described in your last post? Thanks.
-
Hello Walker, Well,I can see you're animating a selection,but it looks like the turret is the selection. There's no sign of setObjecttexure. So how is it functioning after animation? Were you trying to explain how to "de-activate" the turret when needed? Forgive my lack of scripting knowledge,It's probably quite obvious what you're tryin to say. It's just I'm more modeller than scripter. Looks excellent btw.
-
@Prodetar I'm pretty sure he means music. @Nephilim Good point,but I guess we're already on thin ice.If you see what I mean.
-
That's worth considerin,seein as I'm goin to have to use scripts just to get that turret movin anyway.Turret's already a named selection.So that's the useraction animation out the window. While I'm figurin that out,I'm busy gettin the dropship ready.Just to try and keep things on the go.Snowball and Prodetar are still busy with their side of things.And we've got some help on the animation front. As for the help Submariner,it's always welcome. God knows we'll need it. Can't see how a motion tracker would work in Ofp but if ye think there might be somethin out there,that'd be a real bonus. Cheers Submariner.
-
Gentlemen, Thank you both for your replies. @[Aps]Gnat one of my faves too.It's got an excellent look, despite being completely unrealistic,functionally. I knew it was goin to be a headache gettin it up n runnin.So far,modelling it was the easy part. With regard to the turret losing functionality, I suspected that might be the case,as the turret is already a named selection.I just got false hope when I saw it working. @Footmunch I had indeed been thinking along the lines of a false turret,hidden and revealed as needed,via script.If I can get that working I'll be happy. I'll make an attempt at scripting this animation, but it's not one of my strong suits.Do you think it can only be achieved with two seperate scripts?Or would it get too messy trying to do everything in one?
-
Just been browsing through the preceeding screenshots. I have to say,it looks very impressive. Nice dense,close vegetation.If the screens are anything to go by,I'd say it delivers an effective jungle atmosphere. You still managing to keep machine performance up? Anyway,nice work.
-
Thanks Submariner, I'll check that out. At the moment I'm experimenting with the Main turret. So far I have it retracting and deploying via "useraction".It's a little untidy right now, but it's functioning.
-
Evenin, Unfortunately I don't have any scripts that would allow transport. I've tried Zippyo's dropship out,in O2, to check out scaling.That's where that pic came from. Possibly it's a combination of roadways and proxies in the model and the "cargo" script used for turrets.But I'll have to experiment with that and see how it goes.
-
Well,I've no intention of gettin frisky. Despite being a big sci-fi fan,I've always liked the gritty feel of the Aliens film.So I'd rather go for somethin a little more immediate, weapon wise. Besides,It'd be to easy to get bogged down in doing variants at this stage. So for the moment,at least,I'll go with projectile weapons.Maybe when there's somethin workable I can think about varying things. I've gone about as far as I can go, with the model,aside from some tweaking.Now it's down to the interesting,yet frightening task of finishin up the config and doin some scripting.Neither of which are my speciality. @Salvatore_lee Bill Paxton indeed played hudson in the film. I appreciate the comments everybody, so keep 'em comin.
-
Yeah Apparently it can be a variety of energy based weapons. Particle beam,laser and phased plasma cannon. Although how to go about that will be the thing. But I think it's do-able. Let's not get ahead of ourselves yet though.
-
Well I have the .rar which I got from the link on the first post,if that's of any use. I don't remember what unit types were available. But here's a list of the PBO's contained in the rar. CB_East.Pbo CB_Islands.Pbo CB_Units.Pbo CB_Weap.Pbo CB_AAVP.Pbo Are they the ones you want? The rar is about 37MB in size. Here's a link ->
-
Thanks for the info Redpride. Projectile weapons it is. There's a lot of other nifty gadgets at work there too.Some of which I've seen in other addons. Such as radar jammers and smoke/chaff/flare launchers.But I'll get to finishing the model, before I consider anything else. Thanks again.
-
Terra Nova? One of the first "free roaming" games. Now that's a blast from the past. I played that non stop a good many years ago.Still wheel it out occasionlly. I kept an old machine just so I could play my ancient DOS games. It'd be nice to see Terra Nova brought into the 21st century.
-
Evenin everybody, I too would love to see the APC fully functional.So I'll do the best I can, with my limited knowledge. I think Buzzard is right about the turrets, in relation to land vehicles.And to some extent in aircraft.I remember Col.Klink's PT Boat relied on the fact it was waterborne. Which allowed it to remain relatively stable. Just another OFP limit(unbroken barrier). But whether I can implement everything, or not,I still have no intention of shelving it.Even without all the bits and bobs workin,I still think it'd be usable. I'll check out Gnat's B-52 at some point. As a matter of interest,does anyone know off hand,what the main turret is? Machine gun,plasma cannon or what? Macser.
-
No,to the best of my knowledge,it's green. If you've got the special edition DVD,have a look at the production photos. It's the studio lights that sometimes make it look grey.
-
I knew that'd crop up at some point. I'd love to,but aren't there problems with the scripted turret not reacting to terrain properly? Are you refering to the version Philcommando used on his frigate addons?
-
Car crashing into bus
Macser_old replied to 2ndBattalionBard's topic in OFP : MISSION EDITING & SCRIPTING
*EDIT looks like Fellini just beat me to it. No point in me reposting the same info. I'll have to pay more attention. Macser -
Just a little more. Forward section. View from cargo section.(Still experimenting with lighting types.) External view for scaling. Comment,and constructive criticism is as always, welcome. Macser
-
Hello Walker, I see where you're going with that script.We'll give it a go, when we get some time. It'd be nice to see it in action. Thank you for the help. Macser
-
Hmm,I know it looks like AtStWalker is directing you to nothing. But on closer inspection,I think he's trying to point out a way of makin a unit or object(facehugger)appear at a specific distance from the player. At least that's how it seems to me. Would still need some work though, if that's the case.
-
After someone "accidently" deleted my entire view cargo lod,I've been burnin the midnight oil tryin to get back to where I was. I managed to do just that. I updated texures and added some more window dressing. That's Bastlers Marines btw.