Rastavovich
BI Developer-
Content Count
527 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by Rastavovich
-
What version of OFP are you running?
-
Requirements for new ironsight-file?
Rastavovich replied to shadow's topic in OFP : CONFIGS & SCRIPTING
Attention .p3d files are model files. but afaik that are only simply surfaces on what the "optic" texture is placed. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleclass = "DKM-Mod/Air";<span id='postcolor'> we use for that own class. Attention: side is defined as usual. This line has to be placed in the definition of the vehicles.
-
The dust script will get some extra work (I now use Vektorbosons method to find height asl, which should decrease the cpu requirements). But maybe I will also add the option to deactivate them completly by an global variable.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">whisperFFW06 So, a little question to DKM team : do you have any idea of how this is done? (I think so, reading this in my logs ) Whis' <span id='postcolor'> Ehm, nope, at least I have no idea why our addon do so and others don't. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Dark Knight ok F.Y.I when u creat a waypoint for this chopper when its on the ground and it has new fuel in it it will do the downwash with the engine off and the dust just get thicker and thicker and my computer just gets slower and slower.. this happens in a matter of minutes and i have got a fast Computer <span id='postcolor'> That issue is known and will be fixed in the next version of the Comanche. PS: Can some of the guys who had trouble to see any dust effect at all pm me.
-
Need help - helicopter landing gear
Rastavovich replied to franze's topic in OFP : CONFIGS & SCRIPTING
well, to avoid that make the actions only appear if the animation is completed. Can be done over the condition part of user actions. -
Need help - helicopter landing gear
Rastavovich replied to franze's topic in OFP : CONFIGS & SCRIPTING
No, in config you define angle0 and angle1 of an animation. @_chopper animationphase "turn_gearL" == 1 means that the animation has to be at angle1 to go ahead in the script. animationphase "turn_gearL" == 0 (gear is extracted) animationphase "turn_gearL" == 1 (gear is retracted) You can check for every value between 0 and 1. For example: animationphase "turn_gearL" <= 0.5 -
For an ecm example you can look into the dkmm_jammer.sqs from our comanche.
-
Need help - helicopter landing gear
Rastavovich replied to franze's topic in OFP : CONFIGS & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I've tried the "animationphase" with little success. Do I need a extra animation to trigger the doors so that they will close at a certain point?<span id='postcolor'> No there are the @...statements for. The script checks there if a certain point of the animation has allready reached and continues then with the next animation. -
Need help - helicopter landing gear
Rastavovich replied to franze's topic in OFP : CONFIGS & SCRIPTING
That is done by scripts in which the exact following of the animation is written. Look in the dkmm_animations.sqs of our comanche, there you can see some examples. -
ECM and ECCM systems are mostly scriptbased, while the "Missle Warning" uses the eventhandler "Incomingmissile". For range question: They would be all global, but since you cannot lock on objects to far away you will notice the effect only localy (up to 3-5km distance).
-
You could check the soldier that holds the weapon for firing, but thenn the weapon is only usable by a specific soldier type.
-
You really wanna know, eh? Well I looked and I didn't find a command that would allow you to set the smoke effect on guns outside vehicles (which doesn't mean necessary that there isn't such a command - I just found none).
-
Need help - helicopter landing gear
Rastavovich replied to franze's topic in OFP : CONFIGS & SCRIPTING
Not possible, you can only use one animation per section (except on weapon turrets). -
No that is not that hard, it just needs a bit scripting + config tweaking.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- I really like the smoke screen grenades, but is it posible to make all 6 shots/grenades spread out in front of the turret (maybe in a 100 degres arch)<span id='postcolor'> No unfortunally it is not possible to find out what direction a turret is looking (at least not with a simple command). Maybe I tweak the scripts, so it can be used that way (will much more cpu consuming, cause it has to calculate quite some sin/cos then)
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">My point being that, in order to have near futuristic missions and campaigns, we need to level out the playing field.<span id='postcolor'> There will be a counterpart. But I cannot say when it will be there.
-
Our scripts wont work in multiplayer!
Rastavovich replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
Look into the official command reference: All eventhandlers are global, except "Killed" and "Hit". The same eventhandler on different machines is able to execute different things. (Makes me guess you have to add the eventhandlers for every not local machine manually or by script). -
@FerretFangs: We notice every bugreport in here (and some other forums/emails) and we are working on an update. But I cannot say when we are able to provide that update.
-
Our scripts wont work in multiplayer!
Rastavovich replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
global (means every pc executes that): setdir setVelocity setpos RemoveWeapon RemoveMagazine SetFuel DeleteVehicle inflame (dunno) local (only on the machine where the script runs): drop showCompass/Map/Radio&GPS... say -
reloadtime = time between shots. Simply calculate 1 minute / rof (ie: 600) = reloadtime. Attention, this reload time is not "real" in game, the weapons are much slower.
-
@Shadow </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I see the downwash-script is the same script you used for the other choppers. .....there's a serious bugin it.<span id='postcolor'> No, that are not the same scripts, they are based on the same script but the Comanche ones has some benchmarkcheckers inside. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">When a chopper is out of fuel your downwash-script (dmm_duster.sqs) creates an infinity-loop with dust very fast. I recomend you to fix it or take it out of the mod. Maybe add a line that checks if the engine is on...cus I don't think there is a "somefuel" or "getfuel" command in ofp.<span id='postcolor'> 1) a "getfuel" command exists, it is simply called "Fuel" 2) the script checks for enginestatus 3) I can't reproduce this error here Was that error in MP or on SP? Generally, since a lot off ppl seem to have trouble with the downwash I will look again in that script, maybe I oversaw something.
-
@Waffendennis Don't get me wrong, but chopper pilots dont have O2-masks. The rest of your suggestions we will think about.
-
Normally the downwasheffect knows 4 stages: -benchmark over 1500: full effects -benchmark between 900 and 1500 : full effects, but no water spread -benchmark between 500 and 900 : only one big cloud on landing -benchmark under 500 : no dust There are indeed a lot of scripts in it, but only 2 are running permanently (the fmc and the duster - both only when engine on, AI script runs only if AI is pilot). To the ir/radar jammers: Those are not a 100% safe way to get never shot down (like in real life). If you were detected before you jam the radar the ai will first shoot at you, then shoot at the new targets. Also if you are to near to any vehicle, they will react (they cannot see you on radar/ir screen but they can see/hear you. The Jammer is limited to 30 seconds, that has 2 reasons: a) it will save some engine power b) for balancing reasons
-
One after another:) (which doesn't mean that our next project is a Mi-24 with retractable gear).


