Spitfire
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Everything posted by Spitfire
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OK, I just released another version of the VTOL script. News: the plane ain't stallin' no more! Â Â Now you can land it at zero-velocity. The side-effect is that when you take off, your pitch and roll instantly level off with the horizon, and they keep "glued" there until your speed goes past 10km/h. It happens the other way round: when you slow down to speeds less than 10, the same thing occurs. The motion may look a bit abrupt if your pitch or roll is at high angles when you approach the speed limit. However, now it's whole lot easier to land without stalling.
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Folks, Combining all the knowledge that has been discussed this thread, looks like we are finally going to have a perfect VTOL-script after all Still, I would kill for setPitch/setRoll -functions
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 15 2002,20:28)</td></tr><tr><td id="QUOTE">Be aware that setDir will set pitch and roll to zero by default.<span id='postcolor'> Didn't know that. Thanks! That piece of information pretty much solves the stability problems of my script.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Oct. 15 2002,16:09)</td></tr><tr><td id="QUOTE">P.S Yeh, it needed to be above 90 mph! <span id='postcolor'> I've done some testing. It works better on slow speed aircraft which have slow stall speeds. I think it's time to tweak a config.cpp of an airplane to make it more maneuverable while hovering. Giving the plane some aileron control in low speeds would make landing a LOT easier.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 15 2002,15:50)</td></tr><tr><td id="QUOTE">I will soonish be releasing a script which gives you 6 simultaneous and independent high-bandwidth script-accessible simulated-analog control axes via the keyboard - using the main game keys. This will solve your control problems. No need for Action Menu commands.<span id='postcolor'> Sounds excellent. Simulated-analog control axes via the keyboard? Have you somehow managed to map keyboard commands so that they trigger scripts or change variables?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Oct. 15 2002,15:02)</td></tr><tr><td id="QUOTE">Cool script, but when you use "retro-thrust" you can't move the plane around anywhere. Even when you press it again it still doesnt let you move. PEACE<span id='postcolor'> Retro-thrust works fine for me as a toggle. Use it as an airbrake, but switch it off before your airspeed drops too low. I think your problem is that the SU25 banks only when the speed is more than 90, and it has nothing to do with the retro-thrusters. Before your speed drops below 90, make sure your wings are level and your landing zone is in front of you. Then you can just hover and use the retro-thruster as you wish; you can't change your heading anymore with or without the retro.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Oct. 15 2002,13:42)</td></tr><tr><td id="QUOTE">Hey can You test my osprey with this script ?<span id='postcolor'> Sure, just give me a link to the download... I remember seeing an Osprey downloadable somewhere, but I can't remember where and if it was yours or not... Now I'm going to have to rename "nozzels" to "propellers"
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Nah, as long as we are speaking of mission editing the mods don't mind... Â First of all, velocity in OFP is a vector (like it should, unlike speed which is an absolute value), so basically you have to deal with 3 components in 3d space. _velocityvector = velocity car; returns the three components in an array called _velocityvector. It might look something like this: [10,50,5]. The first two values are velocity components in the X-Y plane and the third one is the vertical velocity component. That is, if it's positive the vehicle moves up and if it's negative it moves down. You can separate the components like you usually do in OFP: _x = velocity car select 0; _y = velocity car select 1; _z = velocity car select 2; Now you can easily use them in another setVelocity command like this: car setVelocity [_x * 10, _y * 10, _z + 20]; This line makes the car move 10 times as fast as it was, and additionally gives it a vertical speed component of 20m/s which means it'll jump up high! Hope this clears it up for you.
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Well, you could always please us old Knight Rider fans and do a K.I.T.T. -mission around the Turbo Boost & Jump -scripts I did yesterday with the new setVelocity command http://www.angelfire.com/weird2/spitfire/ofp.html
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Yes, setvelocity is a vector! joy!
Spitfire replied to Prospero's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 14 2002,23:36)</td></tr><tr><td id="QUOTE">This would be good for UFO missions <span id='postcolor'> Well, I just made a flying car. That's close enough "Is it a plane? ... Is it a bird? .... no... it is .... a Dodge Challenger!" -
Yes, setvelocity is a vector! joy!
Spitfire replied to Prospero's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 14 2002,21:56)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 14 2002,21:51)</td></tr><tr><td id="QUOTE">Kegetys, is your imagination that limited?<span id='postcolor'> Well, I really cant think of any use for moving game logics, though moving triggers around could be needed but makes more sense with setpos than with setvelocity.<span id='postcolor'> If it was possible to assign velocity to a game logic, it would be possible to do the jumping script with getpos/setpos! Â Â Well, I think it's still possible via setpos but it requires a bit more scripting than I would be willing to do... -
Yes, setvelocity is a vector! joy!
Spitfire replied to Prospero's topic in OFP : MISSION EDITING & SCRIPTING
_myvector = getVelocity car1; Doesn't seem to return anything but an error message! It thinks that getVelocity is a name to a variable. edit: ahh, the correct syntax is _myvector = Velocity car1; -
0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Oct. 14 2002,200)</td></tr><tr><td id="QUOTE">Anyone tried SetVelocity yet? Â Make a trigger activated by radio alpha. In the On Activation field:<span id='postcolor'> LMAO! Â Â That's friggin' excellent! It's raining Jeeps, Hallelujah!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Munger @ Oct. 14 2002,19:27)</td></tr><tr><td id="QUOTE">W-the Ingram has a very weak sound effect and seems to fire far too slowly compared to the real thing (although I may be wrong here - I'm just going off what I remember).<span id='postcolor'> The real MAC-10 should be able to empty it's clip in less than 2 seconds (1100 rds/min! ), but for OFP MAC-10 it takes nearly 5 seconds. This is something to be addressed, for sure.
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How can you not just LOVE the little bicycle? edit: But something really bothers me, though: the bicycle consumes FUEL! Air in the tyres, perhaps?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Oct. 14 2002,14:14)</td></tr><tr><td id="QUOTE">American vehicles don't have manual gears, so that would be a huge dent in the realism department <span id='postcolor'> One of the reasons I wouldn't like to live in the States... I can't imagine driving any other cars than those with manual stick gearboxes. The first and last time I drove with automated transmission I almost hit my head on the steering wheel when I approached traffic lights: I forgot the thing didn't have a clutch pedal so my foot found the next closest thing -the brakes - and I pushed it like I would push the clutch, resulting in -SCREEEEETCH- ... Anyway, I'm drifting off topic again. I'd say it's more important to work on those aircraft flight models & simple avionics (CCIP/CCRP hud cues?) before even thinking about implementing gears into OFP vehicles.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Oct. 14 2002,14:14)</td></tr><tr><td id="QUOTE">American vehicles don't have manual gears, so that would be a huge dent in the realism department <span id='postcolor'> One of the reasons I wouldn't like to live in the States... I can't imagine driving any other cars than those with manual stick gearboxes. The first and last time I drove with automated transmission I almost hit my head on the steering wheel when I approached traffic lights: I forgot the thing didn't have a clutch pedal so my foot found the next closest thing -the brakes - and I pushed it like I would push the clutch, resulting in -SCREEEEETCH- ... Anyway, I'm drifting off topic again. I'd say it's more important to work on those aircraft flight models & simple avionics (CCIP/CCRP hud cues?) before even thinking about implementing gears into OFP vehicles.
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Not a bad idea, though using it does need pretty advanced scripting to make it work like it should. What I can't understand is how that thing does it without tipping over in the first picture?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (marshmanguy @ Oct. 13 2002,20:16)</td></tr><tr><td id="QUOTE">I hav this program for it but i dont kno how to use it and wat r some alternate ways as well<span id='postcolor'> If you are not using Glide (ie 3dfx graphics card) you can use Print Screen -key to copy the screen to your clipboard. Then just open a program such as photoshop or paint shop pro and paste the screen as a new image. btw. why did you select A&M -forum for this question?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ Oct. 13 2002,17:19)</td></tr><tr><td id="QUOTE">If you're going to cheat then you might as well do it the easier way:  Press and hold left "Shift" plus press the keypad "-", then type savegame.  Although I think this may be somewhat against the forum rules  <span id='postcolor'> Nah, it's a built-in cheat and I think the mods won't mind. Spreading info about external cheat proggies probably is a bit of an offence, especially multiplayer cheats.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Othin @ Oct. 13 2002,11:51)</td></tr><tr><td id="QUOTE">Awesome mod.  I was more excited for this mod then I was for Resistence  I'm amazed at the size of the interior.  There are rooms everwhere, I can't wait to see what the mission makers come up with.  <span id='postcolor'> Too bad the ship interior has little use for mission makers since AI has trouble moving inside buildings (and ships in this case).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Oct. 12 2002,21:34)</td></tr><tr><td id="QUOTE">Doesn't really relate to the Mi-17, but what it the thing hanging off the Cobra?<span id='postcolor'> It's an AADS, Airspeed And Direction Sensor. Basically it's a swiveling pitot-static probe which measures airflow (pitot pressure) and static pressure. It measures the attack angle (the angle of the airflow relative to the helicopter). edit: and, yes, it's the instrument that Cobra uses to measure airspeed
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Zero Signal @ Oct. 12 2002,19:51)</td></tr><tr><td id="QUOTE">Anyways, the problem is still there. Â Does anyone have any insight as to whats causing this and how it can be fixed?<span id='postcolor'> It could be that OFP doesn't exit properly in your machine. Preferences never save if you change them, start a game and somehow manage to crash OFP. They seem to save only on exit. edit: after having a look at your initial post I realized you meant the preferences-program! Not changing the ingame-preferences...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (johnnylump @ Oct. 12 2002,19:37)</td></tr><tr><td id="QUOTE">What's the recommended way to start helos out on the back deck? And to get an AI helo to land there?<span id='postcolor'> I'm only guessing here, but you could try to put an 'H'-object to the back deck and set it at a correct height with setpos. Then AI should be able to land there.' edit: I tried it and it's not working. First of all, it seems I can't set the height of the H and if just slam it on the sea level under the helipad, the chopper decides to find another landing spot.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ZIKAN @ Oct. 12 2002,18:50)</td></tr><tr><td id="QUOTE">Can anyone get over a  speed of 38? I feel its a little slow, but the turning radius is propbably right for the size.<span id='postcolor'> 38 km/h is about 23 kts and I'd say it's quite right. Anchorage class LSD's maximum speed is about 21-22 kts in real life.