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Everything posted by [aps]gnat
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Theres no real mission file Footmunch .......... just 1 A6 SLAM flying over Desert Island ............... but I found your problem. Be-Pbo'ed the file and spotted a ";" typo, see below, just after CHECKGEAR; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class RKTIntruderMiss : RKTIntruderBomb { displayName="A-6 Intruder (SLAM)"; ............ ............. ............. class EventHandlers { init = "[_this select 0] exec ""\rkta6\scr\drawmiss.sqs""; [this select 0] exec ""\rkta6\scr\checkgear.sqs"";"; gear="if (_this select 1) then {[_this select 0] exec""\rkta6\scr\geardown.sqs""} else {[_this select 0] exec ""\rkta6\scr\gearup.sqs""}"; fired = "[_this] exec ""\rkta6\scr\firemiss.sqs""; "; incomingMissile = " if ((_this select 0)==(_this select 0)) then {[_this] exec ""\rkta6\scr\autoflares.sqs""; [_this] exec ""\rkta6\scr\spoofmissile.sqs""}"; }; Cheers!
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@Footmunch, I could be not up-to-date with a couple of your other planes, but when I place a bunch of them onto a map I get an error on the A6 Checkgear script. Global variable conflict ? A6 by itself, no problem. Anyhow, I'll try to define which 2 or 3 vehicles are conflicting. ERROR: Sorry, its actually just the A6 SLAM thats got the error. (edit) OH! wheres my manners .............. bloody nice work on these units too!
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Nice 1 PC, you always comming up with stuff "out of left field" ! But for "fatter" cloud I guess the inside of the object will need to be textured so you can't see out. Also I guess it cant be too big, otherwise you'll be able to see others INSIDE the cloud lol Could this be better done with a series of round edged white cubes all setpos'ed to make one bigger cloud ..... just a thought.
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Thx Smith ........ Bugger ... OK ...... probably solve that by having invisible GEO and FIRE LODs follow the ship just like the deck sections. And as for destruction of the ship, if one of the "following objects" is killed, they are ALL scripted killed. ok ......... NEXT ..... what else wont work ?
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I generally found you can get rid of both these "problems" by; 1 - Increasing the Weight (heavy ... less/no bounce) 2 - move the CG well forward (bow doesnt rise half as much)
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MK1, Nice ... Bit of feedback but; - Even though I have ilo verion 2, I got error on loading; error loading iloilo_obj\ilokrovi_long.p3d - AI won't enter trees - Framerate is low for such a small island - definitely needs a better "beach" color.
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discussion, discussion, discussion ............... Anyhow, an image of an icecube and hell come to mind ...... but its worth a try Worst case, it would be one kick a*** way to start OFP2 ....
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Thanks PC !!! Nice demo, plenty of scope to refine, like working for players also, not just AI and some sort of arm-waving animation .... Once I get my other projects a bit more finished .... researching this is next ..... Then once we do that, we'll need a Life Guard mod ...... ie BAYWATCH ! LOL (including 5meter White Pointer hehehe)
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Createunit and new Groups
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Oops .... sorry Dr Strangelove ....... we posted very similar times ............ thx for your help. -
Createunit and new Groups
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Well ........ some success .... sort of ! Â BTW raedon ......... that Call Format is a VERY usefull function ! Â thx I can now create NEW groups off an existing group, but I have found the root cause of my problem. When joining a new "createunit" soldiers to a Commander who is sitting in a vehicle WITH SPARE CARGO SLOTS, that %$#%$# Commander WILL NOT let the new soldier be assigned to another vehicle !!!! Â So ........... more research, on a new topic ! Anyhow .... heres the sample code for creating a new soldier to a new non-pre-existing group. Here only for info because as-is its not that useful, just a sum of lessons learnt. Note: the new group identifer name "newGroup" MUST be global to work (for some reason), local variables dont allow the "Createunit" to function. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _TankCommander = commander _tank _group = group _TankCommander _r = random 1000 _r = _r - _r % 1 call format [{"SoldierWSaboteur" createunit [getpos myM113,_group, "man%1 = this", 0.7, "PRIVATE"]}, _r] call format [{[man%1] join grpnull}, _r] call format [{newGroup = group man%1}, _r] "SoldierWSaboteur" createunit [getpos myM113, newGroup,"", 0.7, "PRIVATE"] ~0.1 call format [{deletevehicle man%1}, _r] ~1 _newGunner = (Units newGroup) Select (Count Units newGroup - 1) ~1 [_newGunner] join _group ~1 _newGunner assignasgunner myBoat [_newGunner] OrderGetIn TRUE ~1 _newGunner MoveInGunner myBoat Hope it helps someone. Cheers. -
Createunit and new Groups
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
duh (delete stupid lack of sleep bit)...... -
Nice site .............. (Gnat imagines the death and destruction reeked by this weapon upon the aliens (and machines ! woops ) when this mod is done ........ (hairs on back of neck raise !) And VERY nice work on the UD4L ......... I can't wait to take that baby for a spin  Actually .......... thinking about it now ....... seems we'll need some human "opposition" too ...... we'll name them now as the "Xenolubbers" ..... those %#$$# alien lovin freaks! Shoot the lot of em ......... ok .... so who's doing that mod ? LOL
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Createunit and new Groups
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Your right Dr Strangelove, in my haste I saw that a man was being spawned, not neglected to notice he didnt belong to any group. As for your code I get an error on the; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call format["%1 = %2",_tmpname,_tmpsoldier]; bit. Something about Scalar blah blah = Alpha Black:5 Unknown operator bool 5 is relevant, cuz he would be the 5th soldier of my group. hmmmm ..... -
Createunit and new Groups
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
cool raedor, that last one worked .... but now this bit doesnt work so hence the second createunit doesnt fire; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [_tmpname] join grpNull; _newGroup = group _tmpname; seems the "_newGroup" is not valid, no error, just the creatunit does actual create anything. (and yes, the error "myMX113" is just a post error) -
Very modest philcommando ......... but if I look around ....... I think you were here first ! (with this variation anyway) If your not taking it further, I'd be interested in playing with it ........ and I am a O2 newbie ! lol (it fits well with my potential WaterWar project)
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Arggggg ..... fix one problem, create another ! What determines the direction an AI driver will move a model ? I ask because my experimental ship now won't go in a straight line with AI at the helm, its vering left or right and then the AI corrects and then ....... hence Wobble ! Possible items; - The model CG - Driver Proxy - Memories "Pos Driver" and "Driver View" - Centre GEO LOD ? ? .... played with them .... doesnt seem to effect thx
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Thx philcommando ...... thats getting me closer. With the below its does a little 45deg turn on starting but now straightens out and gets up to speed in straight line. BUT ... theres always a but, as Commander I say "FORWARD" and it just doesn't move. Left or right commands only work Also noticed that the unit now constantly circles through an ending waypoit Its manoverable enough ..... not sure why it doesnt stop. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cost=1000000; type=VArmor; armor=1000; armorHull=1; armorTurret=0.800000; armorGun=0.600000; armorEngine=0.800000; armorLights=0.400000; armorTracks=0.600000; simulation=ship; hasDriver=1; hasGunner=1; hasCommander=1; driverIsCommander=0; commanderCanSee=31; gunnerCanSee="1+16 +4+8"; driverCanSee="1+16 +4+8"; driverAction="ManActHRLDriver"; gunnerAction="ManActHRLGunner"; // getInRadius=40; precision=200; brakeDistance=50; // vehicle movement precision accuracy=0.90; maxSpeed=70; fuelCapacity=900; steerAheadSimul=2.0; steerAheadPlan=2.4; predictTurnSimul=2.0; predictTurnPlan=2.4; FYI - The CG seems to have nothing do with the steering BUT a well forward CG does reduce the amount the Bow raises at speed - The number/mass of faces of the GEO IN the water seems to have no effect
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Would be GREAT philcommando ......... but would be even greater if you can get it so action items for nearby vehicles come up while you are "swimming". ie "Get In Back" etc That way downed pilots or abandoned ship crew can be picked up.
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Im modifying the Mirage Patrol Boat to have a TOW launcher on its turret (same as M2A2). All seems to be working fine except; - TOW wont fire for player (and AI dont use it. Ammo is green/OK) - Player can't (but AI can) select another weapon, stuck with TOW TOW target Lock-on seems to work. I've copies the model bits and config bits for the launcher from the BISM2A2 file, including the "spice rakety" firing point in Memory. Any ideas whats wrong? First time I've used O2 (FLASH -> newbie) and Im not sure if I've hit a OFP engine limit (ie TOW on a Ship?) or if its just a newbie config.cpp problem My current config; CONFIG.CPP Cheers.
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Missile from Boat ? Possible ?
[aps]gnat replied to Odin -AEF-Kampa-'s topic in OFP : O2 TROUBLESHOOTING
From my experimentation, no, doesnt seem to be allowed by the engine. See THREAD for a solution I'm working on. See THREAD for same question answered by others. -
Possible solution for multi-turret tanks
[aps]gnat replied to General Barron's topic in ADDONS & MODS: DISCUSSION
Work-in-Progress Multi-turret Boat/Ship using Sa8Gecko's method (used on his M1 test) This is the standard Mirage PB armed with forward Multi-purpose HMG, with a working Missile turret added to the rear. Although the "land-tilt" affect still effects the added turret (lower half only); 1 - Its a boat .... so its mostly on "level ground" 2 - The lower half only tilts to the land and as its a cone shape, it can barely be seen. Still a couple of things to tidy, but the principle for ships seems very workable. (excuse my ignorance, I guess this could be the same techneque used by Col. Klink ) . -
!!!! I like Victor was also SURE you couldn't setvelocity a soldier ! wow, I'll have to try, if this works ........ opens a whole new bunch of projects
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Oops ... thats news ! ...... now I'm gunna have to check some of my scripts
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<span style='font-size:11pt;line-height:100%'>ReviveRespawn v1.57</span> - UPDATE Original by Doolittle Modified by PRiME Some Features in Current Version -: Vehicle Spectate works now -: No longer need to press esc to update player list (live players are in white) -: AI will getout of a vehicle to revive you, thought this might not work if the AI unit is server side controled. -: When pressing ESC it will show a MAP screen and focus on your body location (in GREEN) for 12seconds -: AI will return to formation after reviving someone. -: You will be told which player (ai) revived you. (only players get this message localy) -: Non existing unit check in init.sqs -: All adjustments now possible in init.sqs, editing of other files should not be needed -: Death over water can result in body being moved to nearest land (anti-water). FIND IT ALL HERE .
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Im guessing, but you may want to play with these; landingSpeed =180; brakeDistance = 300; noseDownCoef = 1.0; .