UNN
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Everything posted by UNN
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I'm not sure if I was doing the same thing as BAS did with their cargo choppers, never looked into how they did their stuff. But I don't think my method was anything new, perhaps just more complex than the usual cargo scripts. Certainly not as flexible as the Mi28 cargo scripts, but probably a bit more solid. It's certainly a fine looking aircraft. I would be glad to help, if he needs any. But they seem to have their act together, when it comes to making addons. I already did, as part of my ATC stuff. But I should warn you it's a pretty basic modification. I just copied and adjusted the Geometry LOD from Konyak's Antonov, in an attempt to try and figure out what influences an aircrafts manoeuvrability. Hawk was kind enough to give me permission for the ATC version of that and the Nimitz. I think I have that, and a couple more, picked them up while collecting OFP aircraft. But there all in need of some major attention. Yes, sorry to add to the diversion. If anyone does decide to make the C-119. I would be happy to help with any of the scripting, if required.
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I had to make some rough modifications to Hawk's C5, to allow the AI to land it within the confines of a regular OFP island. But it still needs more work doing on the non visual LOD's. Still, it's impressive sight watching one come into land. I would want the C-119 just because of it's unusal design, plus the size is probably more practicle for OFP. I messed about with some ideas for cargo carrying scripts, just waiting for a suitable oppertunity to try them out.
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Liberation 41-45 are working on one, but they don't really go into much detail about it's functionality, other than it's a working train. It's mentioned breifly in this recent article: Liberation 1941-1945
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Lol..Thats was a bit harsh, not everyone can touch type. For me, it’s more like, seek and stab
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I'm hoping with ArAs my system will be redundant. Well if thats to much to hope for, then perhaps something to smooth off the ruff edges. I will add support for the PC-6, as soon as I finish some other stuff.
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Yep, I already have Water Based runways. With the PC-6's excellent short take off, you could possible get away without any scripting. By pointing it at the island ILS Position for takeoff, and allowing the AI to do the rest. It all depends on what Island you want to use it on, if there are taxiways defined, it causes all kinds off problems.
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We already have Artillery in OFP with CoC's UA, so I can't see that changing to much for ArAs unless CoC have no plans to at least try and implement it in ArAs? I hope there will be some new functions, seen as one quote suggested ArAs can be used as test bed for Addon makers to prep for OFP2. There were some new basic functions I did hope for, that VBS also use, things like SetPos, Anim events and Trigger creation. But other things offered up by VBS, like the firing from moving vehicles would be acceptable if someone had just scripted them from OFP, but pretty poor if offered by a proffesional game making company.
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Make "Trigger" with Class UserActions
UNN replied to Maximus-Sniper's topic in OFP : MISSION EDITING & SCRIPTING
Hi, I'm almost certain you cant. I wanted to do the same myself, for my Observer. Although you can in VBS, so I guess you will in Armoured Assault to? The only other alternative is to add all the East units (or groups) to an array and use the Distance command (or some other method) to sort out who falls within the trigger radius. But it's not as simple as that, so it could be problematic when you start dealing with lots of units and lots of triggers. I did start on a system to do my own triggers, but that seems redundant with a new version of OFP on the horizon. -
I've finished the current version of the Nimitz, I posted it over at the Addons Completed forum: http://www.flashpoint1985.com/cgi-bin....t=46743 I included some basic functionality, but if you need anything else adding (I'm not sure how you want to handle dead crew and damaged AA guns) let me know. I'm keen to see how this type of mission works out, so I will try and help as much as I can.
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I never said there was nothing there I just said the scripts where activated when the player gets within view distance. When you talk about single geolod's, do mean anything other than a six sided, enclosed object will not be considered solid by the AI?
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I've noticed some curious things in MP when testing with OFP's server and OFP running at the same time on the same machine. When you said Team Fight, I assumed you intended to make a MP mission? This could be difficult without access to a dedicated server for testing.
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You can run scripts from wrp-edit placed objects, but it requires any player to be within the missions, view distance of the object, before the script runs. The overheads of running such scripts are trivial. Actualy it could solve your problem with the geolods, at a push. The scripts could place additional objects that act as solid walls to the AI.
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If has to be done with an additional addon ATM, to override the nimitz config scripts. I've removed the reference to Carol Crays addons, just to keep the number of required files down. I've asked if I can incorporate the Admiral addon into one single pbo with the Nimitz. But as there is no proper crew addons, thought it would be easier all round to stick with the standard OFP units for now. My version is standalone now, just have to add some scripts to make referencing the crew and blast plates easier in MP. Do you have access to a proper dedicated server? I can only do some basic MP testing, so it really needs to be double checked.
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Hi, One way is to use trigonometry, check out this Tutorial at OFPEC. The Open Source OFP Trig guide
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Destructable buildings/choppers in Opf?
UNN replied to EvEnLeaSe44's topic in ADDONS & MODS: DISCUSSION
Originaly it was Col Klinks Nasty Class PT boat (The first multi-part ship), and CBFASI post that got me thinking again. This has more useage than just building damage. -
Hi, Gah...The current version I have is tied into my ATC stuff, and even then an older version. I always planned on a stand alone version, so give me a couple of days. In the mean time, I used Carol Cray's Admiral addons for the commander of each of the Nimitz. Blue for the Americans and White for the Russians. But it might be better to stick with OFP's Commanders?
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Destructable buildings/choppers in Opf?
UNN replied to EvEnLeaSe44's topic in ADDONS & MODS: DISCUSSION
I was thinking of a different approach, as I don't know much about proxies anyway. Do proxies have their own event handlers? I would have to reference multiple proxies using scripts to determine the level of damage, to get the effect I want. -
Destructable buildings/choppers in Opf?
UNN replied to EvEnLeaSe44's topic in ADDONS & MODS: DISCUSSION
Yeah, I don't how much access VBS have to the OFP code. So yes, make a big dust cloud, rubble particles and bobs your uncle. A damaged building, do it a couple of more times and it's destroyed. To be fair, apart from the external dll's. Everything that can be done in OFP is down to BIS making the functionality available in game. But if someone can make all the the required models to show various levels of damage.... -
Hi, It's a great idea to link a camera up with the bombcam script, but I think it would be hard for a player to line up with the target? Perhaps some way to shift the aircraft left and right slightly, might help? But anyway I managed to get it down to this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Bombcam/ccip script by Chops v1.0 23 May 2005 ; Credits to Hardrock, Vektorboson and Rastavovich _ccip = "helihempty" camcreate [0,0,0] bombcam = "camera" camcreate [0,0,0] bombcam cameraeffect ["internal", "back"] showcinemaborder false bombcam CamSetFOV 0.1 titlecut ["X","Plain",1] #loop ;#-----------------------------------------------------------------------------# ;# Calculation of the verticalspeed and horizontalspeed    # ;# To get better results I take the averange value of two heightchecks.    # ;#-----------------------------------------------------------------------------# _V=Velocity _This _verticalspeed=_V Select 2 _horizontalspeed =Sqrt(((_V Select 0)^2) + ((_V Select 1)^2)); _Pos=getpos _this _heightold = _Pos select 2 _morerange = 0 ;#-----------------------------------------------------------------------------# ;# Calculation of bomb's droptime if it would be released right now. If the   # ;# plane is climbing the falling-time  has another value.    # ;#-----------------------------------------------------------------------------# ;hint format ["%3 %2 %1", _verticalspeed, _horizontalspeed * 3.6, _correction] ? _verticalspeed <= 0 : goto "sink" ;#-----------------------------------------------------------------------------# ;# Case: plane is climbing. Calculation of extra-range.    # ;#-----------------------------------------------------------------------------# _Speed=speed _this _morerange = (_Speed / 3.6)^2 * sin(2 * acos(_verticalspeed * 3.6 / _Speed))/ (2 * 10) _verticalspeed = -_verticalspeed ;#-----------------------------------------------------------------------------# ;# Case: plane is sinking or maintaining height.    # ;#-----------------------------------------------------------------------------# #sink _verticalspeed = sqrt((_verticalspeed)^2) _droptime = (-_verticalspeed + sqrt((_verticalspeed)^2 + 2 * 10 * _heightold)) / (2 * 10) _IPdistance = 2.1 * (_morerange + _horizontalspeed * _droptime) ;#-----------------------------------------------------------------------------# ;# Set the target-waypoint on the correct position in front of the plane    # ;#-----------------------------------------------------------------------------# _Dir=getdir _this _ccip setPos [((_Pos select 0)+ _IPdistance *  sin (_Dir)),((_Pos select 1)+ _IPdistance *  cos (_Dir))] _Pos=getpos player bombcam camsettarget _ccip bombcam camsetpos [_Pos select 0, _Pos select 1, (_Pos select 2) -2] bombcam camcommit 0 goto "loop" Apart from the changes to how he calculates horizontal and vertical speeds, I just removed the multiple calls to getpos,getDir and speed. Why he chose to calculate horizontal and vertical speeds the way he did, I'm not sure. He must have had a good reason? But this way you get what appears to pretty much the same result, only smoother. Although I have not tested it beyond the mission you supplied. Really, it needs to be tested by the AI under real mission conditions. But it's a start Cant say much about how he calculates _morerange and _droptime e.t.c My maths is learnt second hand, so if someone could explain those parts P.S There are a few things with CCIPCam.sqs to, you really need to get rid of the global variable bombcam. You can link both scripts together with local array pointers or combine them into one script. Plus every time you press the V button, I think you launch another version of bombcarmera.sqs. Before anyone mentions I have no pause in the loop, camcommit appears to handle this. I ended up with three copies of bombcam running just to keep the X visible until I reached the target, with no obvious lag.
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Yeah me to, the size ATM for islands is still a bit to small for this type of mission IMHO. WW2 era would give the players some room to manoeuvre, rather than the long range jousting matches, you get with AA missiles. But if not WW2 what about Korea or Vietnam? That way we would see those nice looking retro, jets in action. I'm no expert, but I think Ground to Air missiles where in use then, if not Air to Air? There are some MP limitations with Hawks original Nimitz scripts. I have a version that allows you to place as many on the map as you want, and automatically mans the defences. Plus it will let you repair or re-arm any section \ gun position. If you want to try it out, let me know.
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If you can't find a way with the config, why not slap another basic building over the top. But one that's invisible and takes damage from incoming rounds. If the building is big, you could have more than one for each section. Ok, so I'm guessing you can have an invisible building that does not stop units form moving through it? If you can, using method 2, you could just assign the events to the invisible buildings?
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Zero Divsor is always down to trying to select an array element that does not exist. Try changing your script to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _c = count _crew If (_c>0) Then {_c=_c-1} Else {goto "elsewhere"} _i = 0 It's the age old problem of combining Count with arrays that start indexing from 0. If you don't need to add a pause between each line, use the foreach command. It avoids you having to include all the counts, re-indexing and empty array checks. <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 _crew = crew _vehicle -(bla bla bla)- {_x setdammage _VehStatus} ForEach (_crew) goto "eslewhere" -(bla bla bla)-
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Run two script when firing??
UNN replied to Maximus-Sniper's topic in OFP : MISSION EDITING & SCRIPTING
Glad I could help -
Run two script when firing??
UNN replied to Maximus-Sniper's topic in OFP : MISSION EDITING & SCRIPTING
I see, to add this to your own config event you would need to remove the following from wbe_tracerfx.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit addEventHandler ["fired",{_this call WBE_TRACERFX_FIRED_EH}] It would work just as well without any changes, does it really matter if the fired event is added by your config or Wolfbanes script? With Wolfbanes fired event added to your config, and his wbe_tracerfx.sqs modified, it would be this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="RAST_M82fx=loadFile ""\myaddon\script\weaponFX\m82fx.sqf""; [_This Select 0] Exec ""\wbe_tracerfx\wbe_tracerfx.sqs"""; fired="if ((_this select 4) in [""AMMOM82APMag"",""AMMOM82ATMag""]) then {_this call RAST_M82fx; _this call WBE_TRACERFX_FIRED_EH}"; That will only add his traces when your weapons are fired. But if you don't edit Wolfbanes scripts: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="RAST_M82fx=loadFile ""\myaddon\script\weaponFX\m82fx.sqf""; [_This Select 0] Exec ""\wbe_tracerfx\wbe_tracerfx.sqs"""; fired="if ((_this select 4) in [""AMMOM82APMag"",""AMMOM82ATMag""]) then {_this call RAST_M82fx}"; This will add his tracers to any weapon fired, including yours. -
Run two script when firing??
UNN replied to Maximus-Sniper's topic in OFP : MISSION EDITING & SCRIPTING
Sorry, I don't have Wolfbane´s  scripts so I cant say for sure. But _tracerglow==2 is a local variable defined in his scripts. So I would look at what is supposed to set _tracerglow to 2. As this is probably where its hitting the problem. Never used the Daytime command, so I can't say what would cause that to bomb out. If wbe_tracerfx.sqs is not to big, post it here. Or perhaps a link to the script? If you happy doing it the way I suggested then, yes get an OFPEC tag. Assuming you dont have one already.