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Prospero

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Everything posted by Prospero

  1. Nope. Objects like tables (with simulation-type "thing") seem to work differently from men. The setPos-up-a-bit trick doesn't appear to work for such objects. But with this method, you could have "scripted" events where things fly out of windows after an explosion inside a building, for example. Prospero
  2. Prospero

    Speeding up turrets

    Anyone know how to speed up the pan & tilt slewing of a turret? So far, I've been fiddling with the BMP's turret. I tried reducing the mass of the P3D's turret components, but it has made little or no difference. Prospero
  3. Prospero

    Very simple demo jump script.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R71 @ Nov. 07 2002,08:58)</td></tr><tr><td id="QUOTE">oh great! the one thing I hate about the CS stlye games... Â Â It might be useful with a halo script to base jump off of a cliff.<span id='postcolor'> Yes and yes, But since with this simple version there is no "aftertouch" and hence no ability to spin around / adjust movement in mid-air, bunny-hopping can only be used as a defensive measure, and hence I think this is a good compromise. I hate bunny-hoppers as much as the next man. Prospero
  4. ; First, do the following in your init.sqs file (or wherever): l = "logic" camcreate [0, 0, 0] ; Then, whenever you want to jump, execute the following code (perhaps by using addAction to add a "Jump" action to the player's Action Menu which would call this code): ; ---------- _m = 4 _p = player ?(_p == vehicle _p) && (abs(getpos _p select 2) < 0.05) && (canstand _p): _v = velocity _p; l setpos [(getpos _p select 0), (getpos _p select 1), 0]; _p setpos [(getpos _p select 0), (getpos _p select 1), ((l distance _p) + 0.01)]; _p setvelocity [_v select 0, _v select 1, (_v select 2) + _m] exit ; ---------- ; NOTES: ; Is about as simple as it gets. ; Takes all three initial velocity components into account. ; Jump power is set by the value assigned to variable _m. ; Works for jumping off any surface that has been defined in an object's Roadway LOD. ; Prevents the player jumping whilst in water. ; Prevents the player jumping whilst moving obliquely across very steep slopes (>~45 degrees). ; Allows jack-knifing (jumping whilst prone). ; Prevents jumping if legs broken. ; Does not require a trigger. ; Does not feature any "aftertouch" - for this you will need the forthcoming ProSphere version. ; Remember that if you find you can't jump off a certain surface, it's because it has not been defined in the object's Roadway LOD. You'll have to walk off it instead. This is a consequence of how BIS designed OFP - i.e. not with jumping in mind. There is nothing to stop you adding the appropriate surfaces to your custom object's Roadway LOD in order to make it "fully jumpable". This goes for buildings, trees, cars, tanks, etc etc. ; Remember also, you must define ceilings as part of your object's Geometry LOD if you don't want to fly up through to the floor above (if the ceiling is very very low). Again, this is a consequence of how OFP was designed. Edit: I just edited it slightly... Prospero
  5. Prospero

    Very simple demo jump script.

    What's quite nice is jumping off the top of a fairly steepish drop and going prone whilst in mid air, then landing prone. Quite satisfying really;) Also, if you make Jump come up first in your Action Menu list, you can just use a quick double-tap on your middle mouse button to make it happen. This is probably the easist way. Prospero
  6. Either change the type (below) or switch it off (below). unitInfoType=UNITINFOHELICOPTER; hideUnitInfo=1; Prospero
  7. Prospero

    Is it possible to get

    Never tried it with men, but use something like this in your config.cpp for your "custom" man (in CfgVehicles section). unitInfoType=UNITINFOHELICOPTER; hideUnitInfo=0; Prospero
  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rastavovich @ Nov. 06 2002,21:40)</td></tr><tr><td id="QUOTE">try ?(canstand player) :..... the "canstand player" itself is true or false, so you don't have to compare it. If you want to use the "false"-value you use: ?!(canstand player) :.....<span id='postcolor'> Hehehe thanks yup, just got it. But thanks for the if-not version - I didn't know that! Many thanks. Prospero
  9. OK, Say I'm trying to write something this: ?(canStand player == true): <do something> Why does OFP throw an error? The canStand function returns a BOOL, true or false. Why can't I evaluate it this way? I've also tried: ?(canStand player == "true") ... and also... ?(canStand player == 1) But nothing seems to work. Help;) Prospero.
  10. Hi all, A little plea to those less experienced, and also to those experts who know everything already. Add a Roadway LOD to your add-on. Not only (as was discovered by the Founding Fathers of OFP modmaking) does it mean surfaces become walkable, but they can also become jumpable and sticky-when-moving. I have no idea if BIS are going to add these latter two features, and I'm sure that if they did it would be one hell of a lot better than my upcoming new-fangled half-arsed way of doing it. But regardless, if you want some cool stuff to happen with your add-on, be sure to add a Roadway LOD. Include in it ANY surface, be it on a car, a plane or a building that you suspect someone will want to walk on & off / jump on & off / "stick to when moving". By the way, Roadway LODs are very simple creatures to make. Have a look at the Roadway LOD in an object like the very nice LSD someone released recently. (Sorry, forget the name of the maker, but I'm sure everyone knows the model). If you're making a jeep, for example, you'd make the roof surface, the bonnet surface and the windshield surface parts of your Roadway LOD. Prospero Edit: By the way, you don't need to bother about a Pathway LOD for this, just a Roadway LOD.
  11. Prospero

    The importance of being earnest...

    I should also mention the importance of the Geometry LOD in this regard. You need to have a proper ceiling defined in the geometry LOD so that you can't go up through it by jumping. If this happens, you end up on the floor above - not good. Again this is simple to do, and the ceiling does not have to be hugely thick. I will post a ballpark figure for thickness when I've finished testing (although I am currently playing around with ceilings between 0.25 and 0.50 meters thick). Prospero
  12. Prospero

    The importance of being earnest...

    I should also mention the importance of the Geometry LOD in this regard. You need to have a proper ceiling defined in the geometry LOD so that you can't go up through it by jumping. If this happens, you end up on the floor above - not good. Again this is simple to do, and the ceiling does not have to be hugely thick. I will post a ballpark figure for thickness when I've finished testing (although I am currently playing around with ceilings between 0.25 and 0.50 meters thick). Prospero
  13. Hi all, A little plea to those less experienced, and also to those experts who know everything already. Add a Roadway LOD to your add-on. Not only (as was discovered by the Founding Fathers of OFP modmaking) does it mean surfaces become walkable, but they can also become jumpable and sticky-when-moving. I have no idea if BIS are going to add these latter two features, and I'm sure that if they did it would be one hell of a lot better than my upcoming new-fangled half-arsed way of doing it. But regardless, if you want some cool stuff to happen with your add-on, be sure to add a Roadway LOD. Include in it ANY surface, be it on a car, a plane or a building that you suspect someone will want to walk on & off / jump on & off / "stick to when moving". By the way, Roadway LODs are very simple creatures to make. Have a look at the Roadway LOD in an object like the very nice LSD someone released recently. (Sorry, forget the name of the maker, but I'm sure everyone knows the model). If you're making a jeep, for example, you'd make the roof surface, the bonnet surface and the windshield surface parts of your Roadway LOD. Prospero Edit: By the way, you don't need to bother about a Pathway LOD for this, just a Roadway LOD.
  14. Determining if your soldier is prone: - I've only got very inelegant ways to do this - well, I spose everything is relative. Anyone got a simple way? (And no, there is no such function as getUnitPos, and the fact that a man goes to "combat" mode when he goes prone doesn't help because it takes about 8 seconds for his mode to change back after standing up again). Prospero
  15. Hmmm this is really annoying me. From my previous post, you can see how to determine when the player has dropped to the floor (gone prone), but not when he stands up again - or at least not IMMEDIATELY - which is what I need. Even with my thinking cap firmly on, I cannot for the life of me think of a way to do this simply. Basically, I'm trying to identify some script-accessible state that changes / is affected when a man stands up... there must be one... Prospero
  16. I don't need to further demand for ProSphere. Plus, you are very welcome to come up with your own method for jumping/stickiness. I will post mine when it is 100% bullet-proof and not before. This not only involves some serious thought, but some serious testing. And amazingly, both these things take time, unless of course you know a method to reanimate Einstein and get him to patch Special Theory. It's your sort of disappointing attitude, Lt_Damage, that turns me off sharing knowledge. You have absolutely no right to demand anything. Just be pleased when it comes and remember to say thankyou. Prospero
  17. An update: One of the challenges has been to provide "aftertouch" consistently so that it works regardless of whether you've jumped off something or simply walked off the edge and are falling. This needed to work between levels of buildings as well as if you just walked off the roof of a single level building and fell to the floor. It's coming. There's just one tiny little niggle left... Edit: I've also got a jetpack mode. Don't suppose anyone has got a player model who looks like he's wearing a jetpack? (There's no need to "get into" a vehicle to do this. It can just be a special player model with a back-mounted jetpack thingy). Scratch that, I've thought of a much better way whereby the jetpack can be a proper pick-up-able secondary weapon, and used just like one. Hmmm seamless;) Edit: Lobbing grenades down onto people from 100 feet is mucho funno. As is attempting to crap on them. Edit: I think I can disable the ability to jump/jetpack if your legs are too damaged (i.e. when you can't stand up). Gotta try it... Edit: OK, the jetpack thingy is a secondary weapon. I'm using key E to provide vertical thrust when in possession of it (you will still actually USE your primary weapon so you can shoot as you fly). This means you can't run in turbo mode whilst you have the jetpack - but the jetpack is of course heavy - so it really should slow you down a bit. A good compromise IMHO. Prospero
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Nov. 05 2002,03:40)</td></tr><tr><td id="QUOTE">I am interested in a way to have a unit ride shotgun in a jeep, or be able to shoot from chopper. However I might actually need to see the script in order to make this happen..<span id='postcolor'> Yup it tends to work that way. Prospero
  19. Prospero

    Building buildings

    Your second building's (only) resolution LOD has less than 300 faces. Or is it vertices? Ask Kegetys. Go on, pester him. Prospero
  20. Prospero

    Building buildings

    Your second building's (only) resolution LOD has less than 300 faces. Or is it vertices? Ask Kegetys. Go on, pester him. Prospero
  21. Prospero

    Newbie question

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smeg @ Nov. 04 2002,20:19)</td></tr><tr><td id="QUOTE">Also any help on stand off attacks using a laser designator.<span id='postcolor'> See Dinger's laser designator + artillery scripts on OFPEC. Not that I particularly want to plug OFPEC. Prospero
  22. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ Nov. 04 2002,19:22)</td></tr><tr><td id="QUOTE">And out of all the possibilities to show the capability of your script you chose this one. Â How nice. Â Just don't post any screen shots of it as mods will interpret it "gruesome" and ban yo' ass 'n shit. Â <span id='postcolor'> I'm tempted to say something filthy like, "Yo yo my nig" at this point, but fortunately I'll save that for Politics Lobby 3 on Yahoo Chat. (If you want to see the KKK in action, chaps, drop by). Promise though that you will "get into the spirit of the thing" rather than take the piss out of these people. They're better encouraged than criticized;) What we do the interests of humour eh? Actually though, the pissing thing is really nice. Especially if you pee out of a window onto someone, wait for them to turn round, and then shoot them in the head. What I need now is for Teacup to do me a couple of custom animations. Maybe I'll ask him nicely. Prospero
  23. Hi all, I'm considering putting in a feature in my ProSphere script so that you can throw grenades in a more "intuitive" fashion - well - more fluid, anyway. I find it almost impossible to skip through my weapons with the spacebar until I get to grenades, and I suspect I'm not alone. So here's the deal: When you're in a combat situation where you believe you're likely to need to throw some of your grenades, you toggle the ProSphere mode ON (via the Action Menu). Now, while you're shooting away and carrying out your assault, you suddenly think - yup, I want to throw a grenade. All you do is aim your M16 (or whatever) on the trajectory you want to throw the grenade and hold the E key down and press fire (left mouse button by default). A grenade is thrown on the relevant trajectory. The only downsides I can see are that: 1) While you're in ProSphere mode, you can't run in turbo mode - but I don't see that as being a big deal...? 2) You'll sacrifice one bullet. (Well, I could make it so that you're refunded a bullet, but regardless, your gun will fire). OK, so that's the possible plan, so here's my question: Can I use the cameraEffect command to provide the very same view as your usual first person mode view? (And no, I can't use switchCamera for this). Thoughts? Prospero
  24. Yes I like that. From a practical point of view though, I'm still very limited in the selection of keys I can assign. PS works by tracking an invisible camera which is always there (although obviously the player doesn't notice it). Only keys that affect the behaviour of this camera can be remapped to trigger script functions. Now, I do have something in the pipe that may allow one to remap every single key for script use, but it's very much in its infancy. We're talking highly unreliable at the moment. There are some ways I may be able to do a kinda "context-sensitive" job on the E key. But, god knows... Prospero Edit: Well there is one easy way of solving this. I could add an option to make X & C toggle between M16 (or whatever) and LAW (or whatever). No-one really uses X & C for player as soldier stuff, so it might work OK. Or there's the keypad.
  25. Yes, it's a script + you must make objects specifically to take advantage, so it'll really be aimed at total conversion modmakers. The script is extremely simple. And this method does not require ProSphere - although it's better with ProSphere 'cos you can jump about an' shit (with "aftertouch"). Edit: Which reminds me, I'm going to release a very stupid little ProSphere Application script which allows you to piss and poo at / on people (with "aftertouch"). Literally. Why stop now eh? I don't get out much. Prospero PS: This is nothing to do with watersports or anything kinky. Just good old-fashioned humiliation.
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