Sage
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Everything posted by Sage
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Version 1.0 of the Archangel Airship is ready for release! *Features* • 48 passenger capacity • Top speed of 72 kph • 25 mm cannon with HE and AP ammo • FAB 200 freefall bombs • Animated propeller blades • Rappelling ropes drop from the Cabin when flying below 6 meters • Anchor slows airship down to 6 kph when flying below 20 meters • Full rudder control *Instructions for Use* The airship uses a helicopter simulation to fly.  However, it does not fly exactly like a standard helicopter.  Airhsips do not bank to the left or right to turn.  The rudder is used instead.  Acceleration is still controlled by tilting the aircraft up or down, due to the limitations of the OFP engine.  Please be patient, as this large craft takes a few moments to accelerate. AI pilots in OFP have a tendency to fly at very low altitudes.  If you wish to use this airship in a mission, I highly recommend using "flyinheight" commands for each waypoint, to prevent the AI from crashing into the ground.  I have tested loading and unloading the full 48 passenger capacity using standard waypoints and "flyinheight" commands, and the airship performed very well. *Known Issues* AI will only target the airship with large guns and missles.  This means, unfortunately, that Shilkas refuse to engage.  If anyone can resolve this issue, please contact me. Special thanks go to Aviel for alpha testing and research. *Disclamer* This is an unofficial addon for OFP.  I am not responsible for any damage caused by this addon. If you modify this addon, do not redistribute it. And most importantly... Please enjoy! http://mysite.verizon.net/vzeednn....gel.zip
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Thanks so much for the compliment! I looked at Colonel Klink's script for ejecting, and he used an addaction command. I guess that is the only way to accomplish this.
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This is yet another addon I have been working on. Â I call it the Quicksilver, and it's a variation of the Wallis WA120 autogyro. Â It's very compact and efficient, able to make short vertical jumps. Â This aircraft will have a light armament, making it an effective scout for the Resistance. It's currently configured to fly as a helicopter, which is somewhat accurate as some newer versions of autogyro aircraft have VTOL capabilites. Â I am considering limiting this with script however, to make it a more realistic representation. This addon is still in the very early stages of development. Â Any suggestions or ideas are quite welcome.
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Thanks! I've been thinking I should do more with the textures, but I'm really better at scripting than visuals. Right now the ultralight (codenamed Dragon) has a small rocket booster which can be activated from the actions menu. It makes for short takeoffs and quick escapes from bombing runs. Thanks also to Nathanz for the ejection seat idea. I wonder if there is an event handler for ejecting, or if I would need to make a new selection in the action menu. This is a very good idea, and I would like to give it a try.
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Both the Autogyro and Ultralight have received new textures and missile proxies. The images above have been updated to show the work. You may need to refresh the page to see them.
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Ultralight:
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New image uploaded, shown above, displaying newly added armament.
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Thanks guys! Archangel has been a favorite name of mine for some time, and I had intended to use the name for a large bomber, indicating a powerful presence in battle. However, I realized the OFP community might benifit more from a unique transport aircraft, good for insertions and airborne missions, rather than just another combat aircraft. I tried keeping weapons to a minimum on this addon, so I hope they aren't overkill.
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Ahh, thanks for the help, ExtracTioN. I will try that line in the config, now. As for the shadows, I tried making a new lod at 36.0, which only had 68 faces, and set the other lods to lodnoshadow=1, but still no luck
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in oxigen, select all fire geometry LOD and go to toolbar on top and choose: structure>convexity>component convex hull , it helps colision detection (in this case against incoming bullets   ) i tried the regular lodnoshadow 1 in 0.000 lod and in 8.000 but nothing, i think this is best asked to an addon maker, im more of an addon destroyer Wow thanks!  I'm going to experiment more with those settings and see what I can come up with. Edit: I found a nice tutorial for adding shadow.
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Thanks Bonco! Â You also reminded me of some questions I had, such as how do I create the shadow? Â And what's the convex component for? Â Do I rename the geometry component "convex"? And I think the deal with the Shilkas is caused by something I left out of the model. Â Could that be caused by convex being left out? Â I tried out the model with a config from another addon chopper which did get shot at by Shilkas, and my model still didn't get shot at. Â So I'm guessing the problem lies in the model itself. Guess I should have entitled this version 0.8b, heh. Pappy: If you want to land without manually slowing down, which takes a few years, drop down below 20 meters altitude and you will automatically slow down, making for a very easy landing. Â I call this feature the "land anchor", but it's just something I put in for convenience and so the AI can load and unload troops.
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New pictures uploaded above!
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Preview of Airship and Assault Automobile Addons
Sage replied to Sage's topic in ADDONS & MODS: DISCUSSION
Version 1.0 is released. Have fun! http://mysite.verizon.net/vzeednn....gel.zip -
Edit: Released! http://www.flashpoint1985.com/cgi-bin....t=40592 I am new to this board, so first I will introduce myself. Â I have been an avid OFP fan for a couple of years, now, and have been making my own private addons for some time. Â I have decided to release my two favorite projects when they are done. The first is an airship, which, as far as I know, has not been attempted before in OFP. Â I've managed to get the simulation pretty close but will have to work at the scripts for a while to make the AI fly it. Â It's slow and massive, just like the old military airships, but with a rather reasonable poly count. Â What many do not know is that such airships were actually used by the Germans in bombing raids during WWI, with the crew dropping the bombs from the cabin. Â So don't be surpised when this addon comes with a sweet armament. I've also been working on an armed automobile. Â This first started as a private project, just an attempt at putting my personal automobile into OFP (which is why it's a Saturn coupe). Â Then I got carried away, adding grenade and rocket launchers (glorified bullets, but it's a very close simulation), being fired by the passenger through the sunroof! Â But the insanity didn't stop there. Â Next came the submarine scripts. Â Yep, roll on into the surf and up comes a periscope, followed by options to change depth and speed. Â You can even go to maximum depth, where the scripts seemlessly swith you into a modified vehicle that can neither be seen nor damaged. Â But to add some flavor, you also can't use the perisope or weapons at this depth. Anyway, enough rambling from me. Â These will be my first publicly released addons, so if there are any suggestions, from regulations I should follow to new ideas for the vehicles, please feel free to share. Â Thanks! Edit: Â Armed Car Addon completed! http://www.flashpoint1985.com/cgi-bin....1;top
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It's at the bottom of the post, see?
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Sorry guys, I've uploaded one now.
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Preview of Airship and Assault Automobile Addons
Sage replied to Sage's topic in ADDONS & MODS: DISCUSSION
I'm adding cargo space to the Archangel, now. I'm raising the overall passenger count to 48. Would anyone be needing anymore cargo space? I'm guessing much more would lag the system. -
I've been working on an airship addon, which basically flies like a large helicopter and uses the "simulation=helicopter". Â It flies just fine for the player. Â However, the AI tries to fly it "nap-of-the-earth", which is a shade unrealistic. Â The old military airships flew at very high altitude. Â The "flyinheight" command doesn't seem to be working, even when I set behavior to "safe". Â Is there another way, maybe in the config? I've even tried the following script, constantly looping, but the AI just slows down and dives back to 25 meters. ? speed _vehicle > 6 and speed _vehicle < 7 : _liftspeed = velocity _vehicle ? _driver != player and speed _vehicle > 12 and _height < 140 : _forcelift = 1 ? _forcelift == 1 : _vehicle setVelocity [(_liftspeed select 0)*2, (_liftspeed select 1)*2,8.2] ? _driver != player and speed _vehicle > 8 and _height > 160 : _forcelift = 2 ? _forcelift == 2 : _vehicle setVelocity [(velocity _vehicle select 0), (velocity _vehicle select 1),0] ? _driver != player and speed _vehicle < 8 and _height > 140 : _forcelift = 0
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I've been working on an airship addon, which basically flies like a large helicopter and uses the "simulation=helicopter". Â It flies just fine for the player. Â However, the AI tries to fly it "nap-of-the-earth", which is a shade unrealistic. Â The old military airships flew at very high altitude. Â The "flyinheight" command doesn't seem to be working, even when I set behavior to "safe". Â Is there another way, maybe in the config? I've even tried the following script, constantly looping, but the AI just slows down and dives back to 25 meters. ? speed _vehicle > 6 and speed _vehicle < 7 : _liftspeed = velocity _vehicle ? _driver != player and speed _vehicle > 12 and _height < 140 : _forcelift = 1 ? _forcelift == 1 : _vehicle setVelocity [(_liftspeed select 0)*2, (_liftspeed select 1)*2,8.2] ? _driver != player and speed _vehicle > 8 and _height > 160 : _forcelift = 2 ? _forcelift == 2 : _vehicle setVelocity [(velocity _vehicle select 0), (velocity _vehicle select 1),0] ? _driver != player and speed _vehicle < 8 and _height > 140 : _forcelift = 0
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Scripting AI Flying Height for Helicopters
Sage replied to Sage's topic in OFP : CONFIGS & SCRIPTING
Great, I think I got it to work now. I've managed to also script in waypoint detection, though it's still a little bugged around hilly areas, due to the size of the model. Thanks so much for the help. -
Scripting AI Flying Height for Helicopters
Sage replied to Sage's topic in ADDONS & MODS: DISCUSSION
Great, I think I got it to work now. I've managed to also script in waypoint detection, though it's still a little bugged around hilly areas, due to the size of the model. Thanks so much for the help. -
Scripting AI Flying Height for Helicopters
Sage replied to Sage's topic in ADDONS & MODS: DISCUSSION
Wow, thanks a lot for the great assitance! I'll give this a try. -
Scripting AI Flying Height for Helicopters
Sage replied to Sage's topic in OFP : CONFIGS & SCRIPTING
Wow, thanks a lot for the great assitance! I'll give this a try. -
Preview of Airship and Assault Automobile Addons
Sage replied to Sage's topic in ADDONS & MODS: DISCUSSION
I'll try to make a Soviet version, as it would be very interesting to see it in red, perhaps with Archangel in Russian. It wouldn't take much to make a civillian version also, as well as a Western, so I'll see what I can do. As far as I know, airships never carried land vehicles, although the U.S. Navy experimented with docking small fighter planes inside. I would love to be able to script that, but it will have to come much later, not in this release. -
This addon began as a private project to create a compact American car for OFP. Â Weapons and submarine features soon followed, and I realized others might enjoy this novelty addon. This car is equipped with a machine gun, grenade launcher and rocket launcher. Â The launchers are simulated using explosive bullets and sound effects. Â The passenger in the front seat becomes the gunner, simulating the weapons being fired from the sunroof. Â This effect is achieved using an invisible turret on top. Â To operate as a submarine, simply drive into the water, and the car will enter submarine mode. Â Actions are then available to change speed and depth. Â Weapons can be safely fired when at "Weapon Depth". Â When at "Maximum Depth", you cannot be seen nor damaged, but you also cannot use weapons or the perisope. Special thanks go to Mehanic for graciously allowing me to use the model from his Mazda6 addon. http://mysite.verizon.net/vzeednn...._AC.zip Enjoy responsibly! Â