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UNN

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Everything posted by UNN

  1. UNN

    AI Runways

    Hi, No worries, I was going to do the same myself I'm just adding support for the Footmunch's AN-72 and CSJ's PC-6, and hopefully some more runway types to.Been side tracked finishing off some other stuff, but it's full steam ahead after that. I'm not going to be happy until I see hordes of air strikes being sent, head to head over Armoured Assaults giant maps..well thats the idea  Yeah there is loads of detail I would like to add on the ground crew side. Should know more in a week or so, about what’s possible for the AI. Cheers P.S Lets us know how you get on, ideas or suggestion e.t.c
  2. Hi, Yeah, I nicked that from the Mi28 (? The russian heavy chopper) cargo scripts. It's a convinient way of cutting out some heavy maths. But it only works on pitch ideal for anything that does not bank to much like boats, and heli's in some cases. Not so good with cars and planes, depends what you want to do.
  3. UNN

    MP Spawn Zone Shields

    Yeah, it's way to easy to get side tracked with OFP Plus, grenades and RPG's are not the spawn killers usual weapons of choice. To much danager of getting killed in the process.
  4. UNN

    Targeting cam

    The dot could be a tiny object positioned relative to the map. You just have to translate the world coordinates of the vehicle to coordinates relative to the map picture. Don't know if thats how they did it, but it could be used to mark unit positions for a command centre maps e.t.c
  5. I tried autocenter=0 and autocenter=1, there did not seem to be any difference. I think it was because the objects mass has been modeled to always be off centre. So in this case autocentre moves it's mass closer (or further away from) the centre of the object, but never directly above it. When the mass is offset from the centre, it seems to align itself better with the terrain. But that causes the object to move away from the vehicle on steep slopes. Edit: My mistake, autocentre does not effect how an object aligns with the terrain. But it does mean you can easily define it's centre point, so excess movment is kept a minimum. Absolutely no luck with land contact points or geometry LOD's I tried all the combinations suggested. If you use a cargo proxy and move a game logic into it's position, you can. Just use GetPos on the logic the way you would on a regular crew member. Your right on both counts about animating proxies, I don't think they can be done. My idea was to create a soldier that looks like a turret (for example). You can setpos this guy alongside a cargo proxy, only he wont pitch or bank with the vehicle, but he will turn and fire at targets. Then create an animation (rtm) that simulates him pitching and banking, then link that animation up with the vehicles pitch and bank using scripts. Been toying with this idea for a while (simulated AI turrets) just started messing with OFP Anim, so it will be a while before I try anything that complex. P.S Swift88, I will send you what I have so far. I tried the land contact points last night, with some strange effects. Perhaps you can make a better go of than me.
  6. UNN

    MP Spawn Zone Shields

    You might be able to solve those two by making the walls as proxies, they seem to soak up all types of rounds including Laws. No explosions, and no dust clouds when bullets impact. Not tried grenades yet, but I have a basic example kicking about if your interested?
  7. UNN

    Error

    It's hard to say exactly what might cause that, without more info. I posted the link to the M1A1 as an example, makes any comparison easier. In this pic I've circled the centre point of the M1A1 MG. This point sits just above the top of the turret, so no collision displacment e.t.c with the rest of the tank. Do you have your MG centering on the vehicle itself? Using the CamSetRelPos you can position objects this way, but it only really works with boats. For land vehicles I would have used a reserved, game logic position to get the same result. But that might interfear with your gun aligning to the terrain. At least it did when I messed with our version of the M1A1. But I did not change anything in the config, so I'm not sure if the same thing is happening for you. What about the gemoetry LOD? The M1A1 MG had adjusted Gemoetry so as not to collide with the tank. We could get the MG to stay in the correct position, just not align with the terrain. I did try a few other combinations of LOD's, but again it was position at the expense of alignment or vice versa.
  8. UNN

    Error

    sa8gecko made a sample addon, to test the thoery for land vehicles: M1 Machine Gun Turret Perhaps that might help? But for land vehicles the method does not work very well. As soon as you move up a slope, it all goes wrong.
  9. UNN

    Error

    I think it's these lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_posx = (getpos  _vehicle select 0) _posy = (getpos _vehicle select 1) _posz = (getpos _vehicle select 2)+1.5 try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Pos=getpos  _vehicle _posx = _Pos select 0 _posy = _Pos select 1 _posz = (_Pos Select 2)+1.5 Something like this might work better? I think it responds to movments along the hull better. Depends on how far out from the centre, the second gun is. You would have to alter you object and adjust the CamSetRelPos command parameters until you get the object in the right place. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Vehicle=_This Select 0 _Camera="Camera" CamCreate (GetPos _Vehicle) _GPMG = "UKF_WMIKGUN" createvehicle [0,0,0] _Camera CamSetTarget _Vehicle #L _Camera CamSetRelPos [2,4,1.5] _Camera CamCommit 0 _GPMG SetDir (GetDir _Vehicle) _GPMG SetPos (GetPos _Camera) @True If (Alive _Vehicle) Then {goto "L"} But if your initial method looks ok, use that. Less processing going on.
  10. I don't see why not, if you already know the position of the vehicle thanks to nearest object. Then just create a Laser Target at the same spot.
  11. UNN

    Addon Request

    Would'nt it be more of a boat that a plane? It's easy enough to get a boat to hover just above the surface. All you need to do then, is make it sit flush with the waves when it's stationary. Then slowly raise it up as the speed increases?
  12. Nice  Did you add anything to get the AI to target a predefined position or vehicle? Cheers
  13. UNN

    Error

    Footmunch means your script is probably going wrong elsewhere. If your making a multi turreted boat then don't copy Col. Klinks scripts exactly. There is lots of code that just is'nt needed. Post the entire script, that way it will be easier tacking down any problems.
  14. UNN

    _THIS This and ... this ?!

    Put this at the start of firemissiles.sqs to see what is being passed. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player SideChat Format ["Param1 %1 Param2 %2 Param3 %3",_This Select 0,_This Select 1,_This Select 4] Most of it can be put straight into your trigger call. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[MyPlane01,<Param2>,,<Param3>,] Exec "\GNT_B52\firemissiles.sqs" But I have to ask, do you just want your aircraft to fire it's weapon when it passes over a trigger?
  15. UNN

    Gunner view

    I know the guys on the MCar project had similar problems, the Missile Car uses the jeep class. Might be worth asking over at the forums? http://psyproductions.proboards21.com/index.cgi
  16. UNN

    Geometry & Proxies

    Hi, Thanks for the pointer to O.pbo config. Still the same thing when defined under class CFGNonAiVehicles. I went on to use my own object (just a basic cube, makes it easier to hit). It still absorbs any round fired at it, even laws. It's weird they just disappear without a trace. Looking through all the proxies in O.pbo, they are defined along those lines. With the exception of lights and Cargo\Drivers e.t.c. Perhaps I need to go down this route? As there the only proxies that appear to take damage in game. Same way Cargo and WeaponProxies appear to be the only ones you can change mid game. I have alternative methods I'm using ATM, to create the basic effect I'm after. But I can't help thinking proxies are the way to go. Cheers
  17. UNN

    Geometry & Proxies

    On top of all that the bunk bed seems to absorb bullets. If you try and fire though it, no hit is registered (no sound of impacting a building e.t.c) but no bullet hole appears behind it, in the gorund. It's as though it's only half working. Laws just go straight though it. I did mess around brefily with the CFGNonAiVehicles class, but had to back track to check this problem. I did wonder if you could put any value in there, that appears in the regular config? Or just the ones mentioned here in the forum. Cheers P.S Im working on a poor mans version of your DIB idea, to tide us over until your release. Checking the old threads on proxies revealed some tantalizing info, about your experiments. Looking forward to getting to play with some of this stuff Â
  18. UNN

    Non Visual destruction

    Hi, Dont know if your still after this info, I came across this doing something similar? Use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType="DestructMan" Does exactly what you want. The buidlings killed or hit event is triggered, but the object remains unchanged.
  19. UNN

    philcommando

    That about sums it up I was trying to understand what the problem was. But for the record, for me: Finacial dealings = Market Forces A collection of people who like to play OFP and exchange info, addons and ideas = Community
  20. Lol..I thought for a moment you were being impatient, until I realised your first post was about eight months ago You would have to use the KnowsAbout command, whoever returns the highest value is probably the guy that spotted him. But if your four East guys are all in the same group, they might all return the same value. If I remember correctly, when one unit spots an enemy, he updates the rest of his group. Still, worth a go?
  21. UNN

    philcommando

    Sorry to dissect your original post, but I'm at a loss to work out what prompted all this in the first place? Who is going to do this, make freely available tutorials to encourage others to make money. BIS? The natural progression is, you would have to pay for the tutorial to? Information which once was freely shared now comes at a price. We already have this available, so why bring it up? Unless your looking for official approval from BIS? Who is going to enforce this, BIS? I think they have better things to worry about. Simpler if BIS just charged a flat rate to buy O2, again what was free now comes at a price. Since when did market forces ever operate on honour? If someone wants something bad enough, and is willing to pay for it, someone will provide it. What would they care if others disapprove, as long as they get the cash. The honour system only works 100%, when honour is the only real tangible reward there is. This can't be true? We pay nothing for addons now, I'm sure your not suggesting all addon makers that have gone before, don't even qualify as monkeys Best just to scrap that point. Unless your going to get enough money to pay for a family, home and holidays. This must exclude a proportion of people? How will giving someone $100 improve the quality of their work? Buying them a high powered PC or a team of consultants, giving them $40,000 might. But sporadic donations? This does not make sense, the work would be exactly the same, it might be completed slightly quicker. But that’s about it. Again, I don't know from the above, what the problem is, you want to solve? You mention later on, that this would redress the decline if OFP's popularity? If the game is played less, four or five years after it's release. I doubt it's because there are not enough addons being made for it now. Without a coherent argument for introducing an offical donation scheme for OFP, it's hardly surprising people just assume its all about personal gain. I'm not saying that’s your intention. But in the absence of any real argument, we are left with nothing but speculation. If your intention is to nurture the OFP community, encourage people to cooperate. Not compete with each other for financial rewards (....donations).
  22. UNN

    philcommando

    I don't see much point in bringing this up here, unless you want some official recognition from BIS regarding funding? AFAIK if Mods want to receive donations they can use PayPal? If people want to send them money it's entirely up to the individual. But IMHO keep it out of the public forums, if people want to start trading in addons, please do it elsewhere. If you need to donate money, give it to OFPEC or OFP Info e.t.c People that provide a free service to everyone. Yeah, I know what you mean. Someone attempted was made to bring Falcon 4 and OFP together, but they did not get much responce. If you can link the games together, the Mod makers will follow.
  23. UNN

    Antonov-124 1.2

    Click on Downloads, in the menu on his site It's fourth in the list.
  24. UNN

    Antonov-124 1.2

    Hi, I think he already did update it? Perhaps he forgot to update this thread. You can get V1.2.1 here: Vit Labs
  25. UNN

    Artillery? Yes or No

    One particular story that interested me (link no longer active ), was in Bosnia. The Commander invited the waring factions to a tour round the base, and a demonstration of the accuracy and responce times of their mortar battery. Needless to say, there was not much trouble in his neck of the woods. Just thought it was a good example of the changing face of modern warfare
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