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Scud

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Everything posted by Scud

  1. bmgarcangel you have an err in cpp you have this class Animations    { class ani_bullet1     {       type="rotation";       animPeriod=0.4;       selection="bullet1";       axis="osa bullet1";       angle0=0;       angle1=-1.57;     }; class ani_bullet2     {       type="rotation";       animPeriod=0.4;       selection="bullet1";       axis="osa bullet1";       angle0=0;       angle1=-1.57;     }; class ani_bullet3     {       type="rotation";       animPeriod=0.4;       selection="bullet1";       axis="osa bullet1";       angle0=0;       angle1=-1.57;     }; }; instead of this class Animations    { class ani_bullet1     {       type="rotation";       animPeriod=0.4;       selection="bullet1";       axis="osa bullet1";       angle0=0;       angle1=-1.57;     }; class ani_bullet2     {       type="rotation";       animPeriod=0.4;       selection="bullet2";       axis="osa bullet2";       angle0=0;       angle1=-1.57;     }; class ani_bullet3     {       type="rotation";       animPeriod=0.4;       selection="bullet3";       axis="osa bullet3";       angle0=0;       angle1=-1.57;     }; }; notice the selection="bullet2"; axis="osa bullet2"; and selection="bullet3";       axis="osa bullet3";
  2. Scud

    LandingAOA larger planes

    Thats what I use to think but 0 or 300 it doesn't seem to make a difference when pulling up. If it does it is very fine. I haven't had too much trouble with the other planes. This one is about the same weight and lands slower but has a 29 metre wingspan. Ai just don,t bank it enough on turns. Anyway I will keep trying diff settings.
  3. Scud

    LandingAOA larger planes

    I do all my testing on Everon and the c130 or the skytrain just keep buzzing round in circles and never really line up proper. With the braking distance - is that how much/soon the plane slows when/before turning?
  4. I made up a little help word file for this topic, should be up at OFPBase soon.
  5. Hi Bratty, what was that all about? Last thing he said to me was he's posting it to me.
  6. hmmm... what are you like at texturing? Might do a trade.
  7. Post your guns cpp. Also have you set up the animation for the bullets 1,2 & 3? That is in cpp and axis points in memory lod in O2.
  8. Scud

    who's who

    Yeah thanx, I finished all that bout a week ago. The question wasn't on the animation but the position. I just don't explain myself propper. Â
  9. Scud

    who's who

    In a plane is Proxy:cesnacopilot different to Proxy:cesnacargo as in seating arrangement not animation. In other words if you are the first person to "get in back" which proxy posi would you be seated?
  10. I tried the drop command but it got abit messy on me (ended up with 1000 empties on the ground) so I switch to animation and settexture. Here is what I used on vickers. It probably sounds complicated but its not. I am no script wiz for sure but it seems to work. First put 3 empty shells animated on diff arcs and angles. I do this do get random effect and not same shell coming out at same angle all the time. start by EH fired command script runs thru once. Fire 1 shot get 1 shell, keep finger on trigger and shells keep coming. As shells eject from gun they fly for quarter second (can be adjusted) then I hide them and return they to gun. Bullets feed into gun in simular but more simple fashion. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Vickers eject cartridge sqs by Scud _vehicle = _this select 0 _ejectbullet = (random 3) _b1 = 0 _b2 = 0 _b3 = 0 ? _ejectbullet <= 1 : goto "B1" ? _ejectbullet <= 2 : goto "B2" ? _ejectbullet <= 3 : goto "B3" #B1 _vehicle setobjecttexture [1,"\vickers\303.pac"] _vehicle animate ["ani_bullet1",1]; _b1 = 1 goto "ejectBullets" #B2 _vehicle setobjecttexture [2,"\vickers\303.pac"] _vehicle animate ["ani_bullet2",1]; _b2 = 1 goto "ejectBullets" #B3 _vehicle setobjecttexture [3,"\vickers\303.pac"] _vehicle animate ["ani_bullet3",1]; _b3 = 1 goto "ejectBullets" #ejectBullets ~.25 ?(_vehicle animationPhase "ani_bullet1" ) == 1 : goto "hide1" ?(_vehicle animationPhase "ani_bullet2" ) == 1 : goto "hide2" ?(_vehicle animationPhase "ani_bullet3" ) == 1 : goto "hide3" exit #hide1 _vehicle setobjecttexture [1,""] _vehicle animate ["ani_bullet1",0]; exit #hide2 _vehicle setobjecttexture [2,""] _vehicle animate ["ani_bullet2",0]; exit #hide3 _vehicle setobjecttexture [3,""] _vehicle animate ["ani_bullet3",0]; exit
  11. Scud

    weapon animation?

    I think its just by shortening the animperiod try "animperiod=5000;" it should double the speed
  12. Scud

    weapon animation?

    I would start by running a sqs file from the Fired EH that way the animation will start when the gun is fired. ]<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers { fired = "[_this select 0] exec  ""\vickers\vickersshot.sqs"";[_this select 0] exec  ""\vickers\vickersfeed.sqs"" "; }; }; In this case the barrel doesn't turn but the bullts feeding into the gun and ejecting from the gun are animated. I would also move this over to Breathe/Addon Config and Scripting. Might get better response.
  13. Scud

    O2 or Milkshape

    O2, so far does everything I need it to.
  14. Scud

    Addon Makers

    Have a look at this site, it should answer a few questions. http://www.storiamilitare.org/o2/
  15. Scud

    My own custom addon

    Hey mate I was proud of my first crate I made (still am lol):;): My rule with addons is - Make what you want and if others want to use it thats cool.
  16. Hope you enjoy using it. Snipet from readme Features Afterburner Speed brake Drag chute AI use afterburner on takeoff - option for player AI use drag chute on landings - option for player -------------------------------------------------------- -------------------------------------------------------- Hints Best to command F100 to "target" desired targets and not "attack" To make AI pilot land order them to "disembark" once disembark order is given then it can not be changed (but sometimes if you get AI to turn off engine then turn on again this can brake the disembark order.) AI can be ordered to engage afterburner in flight other then take off but they do not use it to full advantage. When player uses afterburner keep [E] key pressed to get full effect (the game engine tries to slow the plane otherwise) Speed brake when applied will slow plane then auotmatically disengage below 220. Drag chute on landings will slow plane sufficiently without extra braking to a speed of 80. Grab it at http://www.ofpbase.com/
  17. Scud

    F100 Super Sabre (nam era)

    I think the turret sound is standard Bis flaps noise or maybe gear?
  18. Scud

    who's who

    Yeah - the first person gets in the copilots seat with copilot animation. and the rest get in the next allocated seats with cargo animation.
  19. Scud

    who's who

    Yeah thanx I got that. I'm just bout to write up 26 cargo proxy for model and just checking if copilot was counted in same cat as cargo. Maybe in OFP2 we can have a sep crew to cargo setup.
  20. Scud

    F100 Super Sabre (nam era)

    I just dl file from DL5.EDGEFILES.COM [broadband Users (2.0Mbps+)] Location: Dallas, TX USA Speed: Max 300KB/s per user Usage: 35% Provider: edgenetwork.org got no virus with it. I don't know if it makes a diff which source you dl from.
  21. Scud

    who's who

    Yeah thats what I thought - bummer. No diff between aircrew and cargo (bar pilot) Ok thanx
  22. Scud

    F100 Super Sabre (nam era)

    G'day Munk, long time no see. Trust you to come up with something You shouldn't have your hand on the joystick in the hanger! Just kidding  It was a YOKE
  23. Scud

    Pesky progress bar

    That only happens to me when I have too many windows open or bulldozer has a little spit and says can't find something but ounce I clear them its ok.
  24. Scud

    F100 Super Sabre (nam era)

    -RuN- Posted on July 05 2004,19:03 Any body else with the F100 Ver.2 have this problem?
  25. Scud

    F100 Super Sabre (nam era)

    New F100 Ver.2 is available now http://www.ofpbase.com/ it just overwrites the old. I just spread my wingmans butt cheecks with sidewinder so thats working. Increased landing gear armour Increased AB on takeoff hopefully made droptanks fall faster but thats niether here nor there.
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