Spitfire
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Jan. 26 2003,22:02)</td></tr><tr><td id="QUOTE">Unless the plane travels near the speed of light <span id='postcolor'> That one has to be the nitpickiest comment by any moderator of any forum ever!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Jan. 26 2003,21:44)</td></tr><tr><td id="QUOTE">I have another question: since some aircraft fly faster than a bullet, do the planes use some kind of special high-speed ammo so they can shoot other planes?<span id='postcolor'> Hehe, this one's a classic question. Despite the increased air resistance, it's the matter of point of reference. The muzzle velocity of the bullet is added to the plane's velocity. The speed of the bullet will - of course - decrease rapidly but not enough so the target plane cannot run away from the bullet
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Jan. 24 2003,06:05)</td></tr><tr><td id="QUOTE">True, there is a Kiowa in game, but I was thinking the Warrior with the mounted gun.<span id='postcolor'> Kegetys's Kiowa Warrior I just love making people happy
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (sgtvor @ Jan. 26 2003,02:39)</td></tr><tr><td id="QUOTE">Now that we have a lot more civilian addons, and computers a quite a bit more powerful than when OFP first came out, missions are becoming more and more populated and dynamic. This unfortunatly creates a tangled MESS of waypoints across the editor screen.<span id='postcolor'> That's exactly the reason I nowadays use dynamic waypoints made of markers and not the normal waypoints - at least in my bigger missions. Right now I'm doing a huge mission where waypoints (markers) are created, moved, deleted and reassigned to different units on the fly. The best part is that you can actually hide markers in the editor so they do not get in your way. The downside is that every action occurring at waypoints has to be scripted by hand, but I like to script things anyway - call me a control freak but I like to hold all the strings myself!
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In addition, some suppressors further suppress the sound by raising the remaining gas venting noise to ultrasound by the last whistle-like baffles in the end of the suppressor. So, no point in shooting dogs with this suppressor, eh?
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A silencer is designed to do two things. First of all, as mentioned above, it slows down the bullet to subsonic speeds. Secondly and more importantly, it slows down the exhaust velocity of the gases created when the gunpowder burns. Basically it gives the gases a larger chamber to burst into before they are let outside the barrel. Without a silencer, the gas pressure at the nose of the barrel is thousands of psi's, but a silencer can reduce the pressure to - say - less than 100 psi before the gases are outside the silencer.
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Why won't this mission end?
Spitfire replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 26 2003,16:24)</td></tr><tr><td id="QUOTE">As a reward, you can all go home early now. <span id='postcolor'> Hmm... What moms are really supposed to say, is: "As a reward, you can all stay out late." -
Why won't this mission end?
Spitfire replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 26 2003,15:13)</td></tr><tr><td id="QUOTE">Does it make a difference whether I enter the trigger area in a vehicle (which I did) or on foot? Either should have triggered this, correct?<span id='postcolor'> So, let's say the trigger is set to "present" and "west". Any vehicle a western soldier enters will turn to west side too, thus activating the trigger. -
Download Kegetys's Editor Addon. It'll allows you to place buildings. It requires Resistance, though. If you don't have it, download Gunslinger's Editor Addon instead
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Make a trigger with this in it's condition-field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">getDammage vehicleName > 0.75<span id='postcolor'> The trigger activates whenever vehicle's damage is greater than 75%. 1 is full damage, 0 is no damage.
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Changing default gunner/driver in ofp boats
Spitfire replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
C'mon, give her a break, she's learning as she goes -
Colisionpointrequest
Spitfire replied to Ćlçi®-�yon's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the clarification, InqWiper. I knew my solution would suck - it never works when writing off top of the head -
Colisionpointrequest
Spitfire replied to Ćlçi®-�yon's topic in OFP : MISSION EDITING & SCRIPTING
Yes, by "grabbing" your bullet with nearestObject -command at the instant of firing and checking it's coordinates before its alive-status changed to negative, that is, when it ceased to exist. It's something like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bullet = nearestObject [player, "bullet"]; #loop _coords = getPos _bullet; ?!(alive _bullet) : goto "bulletDead"; goto "loop"; #bulletDead hint format ["The bullet ceased to exist at %1",_coords];<span id='postcolor'> That was all off the top of my head. I'm not sure if the object is "bullet". Remember that bullet doesn't fly longer than 3 secs in any case, so it may stop in the air. If this is the case, you will notice that the z-coordinate of the bullet is more than 0 when it "dies". edit: there could be a problem that the bulled dies between the last alive-status detection and the next getPos, in which case the coordinates will be [0,0,0]. Replace the line </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_coords = getPos _bullet;<span id='postcolor'> with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!((getPos _bullet) == [0,0,0]) : _coords = getPos _bullet;<span id='postcolor'> I don't really know if this will work, I haven't tested any of it, but this is the general idea to follow. -
OK, I came up with a workaround. It uses your hide.sqs as such, but instead of a looping trigger it has a more cpu friendly script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_deadArray = []; #reScan ~1 _obj = nearestObject [((getpos player select 0) + 2*(sin getDir player)), ((getpos player select 1) + 2*(cos getdir player)), getpos player select 2]; ; --- if the object is alive, do nothing --- ?(alive _obj) : goto "reScan"; ; --- if the object is already in the _deadArray, do nothing --- ?(_obj in _deadArray): goto "rescan"; ; --- if the object is not a "Man", do nothing --- ?("Man" countType [_obj] < 1) : goto "rescan"; ; --- Add the dead in _deadArray and add the Hide Body -action --- _deadArray = _deadArray + [_obj]; _obj addaction["Hide Body","Hide.sqs"]; goto "reScan";<span id='postcolor'> It takes the nearest object at a point 2 m in front of the player, checks if the object is dead, a man and not already added to the _deadArray. Only then it adds the hide body -action. Should work OK in all situations.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @ Jan. 24 2003,14:58)</td></tr><tr><td id="QUOTE">Maybe you have to test what happens if people leave their vehicles...<span id='postcolor'> Already did. People out of their cars don't activate the trigger. Now it gets more complicated. Seems that a looping script of some kind is required, but it can only be done by maintaining an array of dead units already having the "hide body" -action defined. Otherwise the loop would cause dead people to get a new "hide body" -action at every loop.
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That's a nice one! I've been pondering this issue too. But isn't it actually possible to hide dead cars and tanks as well with this script? Â Takes a bit more work to isolate it for bodies only...
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As correctly assign questions?
Spitfire replied to Valeriy's topic in OFP : MISSION EDITING & SCRIPTING
Let's see if I can translate some of this. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">if player sits (cost (stand)s, lies) , occurs an action.<span id='postcolor'>How can I make a trigger to detect if the player is sitting, standing or crawling and triggering some event to happen when he sits down? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">if player peers into the sight (on the screen a sight of weapon), occurs an action.<span id='postcolor'>How can I trigger an event when the player is looking through the ironsights of a weapon? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">if beside the player a weapon behind (in hands), occurs an action.<span id='postcolor'>This one's a little cryptic. My best guess is: How can I detect whether or not the player is being aimed with a weapon? Or: How can I detect the situation when an enemy right next to the player draws his weapon? -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ()=Obi=( @ Jan. 21 2003,05:16)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PC. @ Jan. 17 2003,12:59)</td></tr><tr><td id="QUOTE">in Czech.. poplach = alarm presunout = move over (teleport?) konec = end<span id='postcolor'> Here's the light ! Thanks PC.<span id='postcolor'> Which is exactly the reason I always name my variables and scripts in English though I could name them in very cryptic Finnish
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Though I didn't take part in the mocking, after reading the thread I feel ashamed on behalf of the whole OFP community for treating fellow members like that. I think at least someone should apologize
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[new function]pitch/ bank angle
Spitfire replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @ Jan. 20 2003,15:12)</td></tr><tr><td id="QUOTE">Another test would be a addon which defines two new axis and using the animphase command. But I haven't tried this.<span id='postcolor'> Hmm... if it's done that way it means that the behaviour of the plane will be totally independent of the "animated" roll since the flight model takes account only the "real" roll & pitch. Visually it could give nice effects but is no good for vehicles. And not to mention that you actually have to make new models for it. -
James Bond in For your eyes only, anyone? Finally we've got some real use for the Walther PPK -addon . Does anyone know of a good tux-addon holding a Martini, perhaps? edit: D'OH! It's the Spy who loved me, not For your eyes only, of course!
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[new function]pitch/ bank angle
Spitfire replied to Dschulle's topic in OFP : MISSION EDITING & SCRIPTING
That's beautiful so far, but when you come up with a function to actually SET the pitch&bank, drop me an e-mail -
I already have a semi-finished implementation of ProSphere for the VTOL script, but it's been on hold for quite some time now and I'll finish it when I have the time to get back to OFP again.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ Jan. 13 2003,14:34)</td></tr><tr><td id="QUOTE">I trained the Voice SDK only shortly and had great success with shoot. The only thing i dislike is that it doesn't seem to share my mic with other voice apps so it's useless in MP where i prefer voicecom with fellow players to a program to control the ai (which doesn't happen that often in mp).<span id='postcolor'> It's supposed to work with voice comms. This is a quote from Shoot website: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I want to run Shoot and Roger Wilco (or some other voice chat program) but Shoot complains that it can't access the sound device. Both Shoot and Roger Wilco, as well as other voice chat programs, need to access the audio input device (microphone) to operate. Some older sound drivers don't allow simultaneous by more than one program, though. In general, you should be able to get around this limitation by configuring both programs to only use audio input when a key or joystick button is pressed (e.g, Shoot's push-to-talk in "hold to enable" mode). Of course, the voice chat program must also have a similar PTT feature for this solution to work. Unfortunately, although RW has a PTT mode, it does not behave "nicely" and does not relinquish control of the microphone when voice is not being transmitted. Upgrading your sound drivers to the latest version might help solve the problem. <span id='postcolor'>
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There's a better way, too. You can actually teach it new words individually, and re-teach words it already knows so they suit your pronounciation. Just use the "add word" -feature and pronounce the word like you usually do. That way it'll know how you pronounce the word and recognizes it every time. Normally you don't have to teach words to the SAPI engine, but when it makes mistakes between two words it's good to re-teach both words so it knows the difference in your pronounciation.