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Spitfire

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Posts posted by Spitfire


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Die Alive @ Oct. 12 2002,18:17)</td></tr><tr><td id="QUOTE">Now we need lift bridges because the boat won't fit under it biggrin.giftounge.gif  <span id='postcolor'>

    Actually I have made a lift bridge script but naturally it works only with editor added bridges.

    You can check it out here:

    http://www.angelfire.com/weird2/spitfire/liftbridge.noe.zip

    edit: angelfire remote linking not allowed, so copy&paste the link to your browser tounge.gif


  2. I think someone at Nogova Shipyards didn't think it through before they took the contract...

    image1.jpg

    Actually I tried to ram the bridge at 30km/h but the LSD just bounced off, causing no damage whatsoever to the ship.  wow.gif

    My showDamage script indicated 0.00000% damage.


  3. wow.gif8--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ZIKAN @ Oct. 12 2002,17wow.gif8)</td></tr><tr><td id="QUOTE">If you land on nearest helo pad to the main structure you should be ok, select auto hover and bring it down slowly.<span id='postcolor'>

    Landing on the helipad causes no problems. It's walking to up to the bridge.

    edit:

    BTW, how much armour does this thing have? biggrin.gif

    It took 8 TOW's, 38 FFAR's and more than a hundred 30mm rounds to sink it. tounge.gif


  4. ZIKAN, you're lucky you got to the bridge of the moving version! I tried and fell to the sea through the same corridor floor every single time. I got up the first staircase to deck 2 but when I got to the staircase to deck 3 I fell through the floor.

    edit: I made it after a couple of tries. Moving the ship did the trick.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tracer18 @ Oct. 12 2002,16:33)</td></tr><tr><td id="QUOTE">I got a question for the people that experienced problems with the dock landing ship. The lsd.p3d problem, does this only happen with the moving version of the ship, the static version, or both?  confused.gif<span id='postcolor'>

    I've tried landing Cobra on both without problems. I had a small problem driving a BMP into the static one but I solved it by lowering the elevation of the ship by 1 m. Driving into the moving version worked well.


  6. I don't know what to say. "Awesome" would be an understatement.

    What really took me by surprise is that you can actually land on the drivable LSD and walk inside it when it's not moving!

    The static LSD has some clipping problems (and so does the drivable one but that's not a problem! ) but otherwise this is one beautiful piece of work! I have already got lost 3 times wandering inside the ship and that's a good thing! It's HUGE!

    Thumbs up!  biggrin.gif

    edit:

    Now, is someone making an "anchor" script which replaces the moving LSD with the static one when "anchored" and puts you on the bridge? I think I'm off to try to make one.


  7. In Finnish military everything is green. Green socks, green boxers, green T-shirts etc.

    Makes sense, if you really think about it, you must keep up your camouflage at all costs even if you are attacked by a horde of horny nurses, stripping you half naked leaving you with your boxers only... tounge.gif

    It's been almost 3 years already since I was in the service, but if I remember correctly, we had 3 pairs of everything: boxers, T-shirts and socks.

    The Finnish boxer shorts don't have the same... krhm... butt-crack problem that Al Schweizer complains about. wink.gif They are quite comfy, actually.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Oct. 12 2002,11:34)</td></tr><tr><td id="QUOTE">All those things are in the comref, secco.  smile.gif<span id='postcolor'>

    Actually the official comref is missing most of the actions and animations that are listed in the unofficial one.

    edit: now I'm not sure if you meant the unofficial one in the first place tounge.gif


  9. That certainly is not a pitot tube (which you guys are referring to talking about a 'measuring device'wink.gif. It's too big for it and too short to be an air refueling tube. After having a closer look at it I must say that it can't be anything else than a machine gun (which shouldn't be a part of MI17's equipment, at least not normally?).

    I'd say it's a glitch in the model that someone at BIS forgot to remove after finding out that the MI17 shouldn't carry guns wink.gif


  10. I am going to guess here (although I have done some work on compilers):

    ~0.5

    condition

    jump

    is probably more efficient than

    @condition

    I thought as much also. I'm afraid there's no ultimate answer for this problem since it really depends on the amount of conditions used and the delay. My mission has dozens of @'s which all look pretty much like this:

    @((passenger distance car < 15) && (player in car) && (speed car <= 0) || !(alive passenger) || !(player in car)) || !(canmove car)

    Having all those ands & ors will most certainly stress the CPU when they are executed every game cycle confused.gif All those conditions would probably be much easier on the CPU if all the tests were a done by looping if-clauses.

    But it really depends on how the command interpreter has been designed.


  11. I'm afraid we'll really need Suma or someone other from BIS to answer my question but feel free to speculate...

    I've been doing a huge mission for some time now and recently I realized the mission getting a bit CPU hungry. I decided it's time to optimize before I have too much scripts to scroll through.

    I have a lot of pending @ -commands running in various scripts just waiting to be triggered. I think that @ being a hardcoded function it could be very well optimized not to use up too much processor time. However, I'd like to know which consumes more CPU cycles:

    @(player in vehicle)

    or

    #waitToEnterVehicle

    ~0.5

    ?!(player in vehicle) : goto "waitToEnterVehicle";

    What I really wish to know is that is @ polled every single cycle or does it have a delay of it's own? And if I'd like to lessen the CPU load considerably how long of a delay I should use in the if-example? I might not need to poll the condition any more often than twice a second or so.

    This will be more of an issue when there are like 5 or more conditions in the same line waiting to be fulfilled, which is the case in my mission. I know this is starting to sound like nitpicking but every frame counts biggrin.gif

    Thank you


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (eatmyshorts @ Oct. 10 2002,19:13)</td></tr><tr><td id="QUOTE">Is there any way to have units side with the opposite faction using the init field or triggers?<span id='postcolor'>

    As far as I know, there is no such function but you can edit the mission.sqm and change the side manually. Or, if you need to do it ingame, you could use a little script which creates (createUnit) a unit opposite to your faction and groups you so that he is your new leader. Now you have changed your side to the leader's faction. Then you can just destroy (destroyVehicle) the unit and you will keep the side of the destroyed unit.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 10 2002,20:46)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    #loop

    scudname setpos [getpos a10 select 0, getpos a10 select 1, (getpos a10 select 2) - 3]

    ~0.1

    goto "loop"

    <span id='postcolor'>

    Made in less than a minuet. Just change the - 3 number to how many meters below the a10 you wish the scud to be (you can download editor upgrades for the scud missile addon).

    RED<span id='postcolor'>

    But you didn't add SetDir into your script wink.gif

    Now when your plane turns the scud will not tounge.gif


  14. wow.gif5--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gosse de Glace @ Oct. 10 2002,20wow.gif5)</td></tr><tr><td id="QUOTE">Spitfire, where did you get the script to "attach" the scud launcher ?? smile.gif<span id='postcolor'>

    It's just some GetPos magic again... A looping script which moves the scud.  biggrin.gif

    I made it in 10 minutes this morning wink.gif


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Oct. 10 2002,04:21)</td></tr><tr><td id="QUOTE">What is the reason of making one when cars never run out of gas in OFP?<span id='postcolor'>

    Never? You obviously haven't played bn880's Working Mission Nogova. Fuel is really a true issue there... tounge.gif


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Oct. 10 2002,09:09)</td></tr><tr><td id="QUOTE">It would be nice if there was a way to manually activate chutes thru an action, so you could freefall first.<span id='postcolor'>

    Make your own script which you can trigger from the action menu. A simple way is to make another "Eject" menu item which makes you unassign yourself from the aircraft so you begin to freefall. Make another "Deploy chute" item in the action menu which will camcreate a chopper to the player's position, assign you as cargo and eject you rightaway. Camdestroy the chopper and it'll all happen so fast you never knew there was a chopper teleported there in the first place.

    The effect of this is that you'll freewall and deploy the chute whenever you want to.

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