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Everything posted by [aps]gnat
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Hawk's nimitz class aircraft carrier
[aps]gnat replied to miles teg's topic in ADDONS & MODS: COMPLETE
Good point ..... made the usual assumption that most people would have read the forum about manning the armourments ......... #1 rule, never assume. Sorry folks ...... I'll try including ALL that important info in the next readme .... And going from unnamed's suggestion, maybe I should look at the manning/armourment scripts ..... make them simpler. OH! just realised one small bug if you were using multiple ships on a map .... you can only have one guy named "nimitz" !! oops. (thats wasnt my code) In the meantime .... <span style='font-size:13pt;line-height:100%'>NOTES FOR USING NIMITZ</span> - The unit is found on the addon list under WEST>HAWK-VEHICLES>USS Nimitz Ignore the other "USS ...." stuff in the Hawk menu .... they are just the individual sections of ship. - If you want the AA manned and working .. place a west AI on the map and put in the NAME field  "nimitz" without quotes. - If you want to use catapults and Line Brake landings ... you have to select these from your ingame player menu. - There are some holes in the deck, this will be VERY hard to fix ... live with it ! - The "holes" are generally in the same spot all the time .... walk around - There are still some plane / deck problems like folding the RAD F18 wings causes the plane to flip. - Some aircraft automaticly raise undercarriage ... little can be done to fix (cept the addon makers can fix) - if you need to place ppl, planes or objects onto the deck, place the following in their INIT field; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,(getpos this select 2)+19] use +20 if you get "half in the deck" problems, this is caused by tide differences Catapult script called per; [Plane,Carrier, Launcher#] exec "\hwk_uss_Nimitz\script\catapult.sqs" Plane: Name of the plane to be launched Carrier: Name of the Nimitz Launcher#: 1-4 1 is front left 2 is front right 3 is back left 4 is back right .... about it I thinks .... best of luck -
Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
Thanks unnamed, your right ... it can be done! See update here; http://www.flashpoint1985.com/cgi-bin....y583527 -
Hawk's nimitz class aircraft carrier
[aps]gnat replied to miles teg's topic in ADDONS & MODS: COMPLETE
<span style='font-size:12pt;line-height:100%'>Beta v0.6</span> Not a big update, but now has internal Catapult script for use on all catapults (1-4) Script called per; [Plane,Carrier, Launcher#] exec "\hwk_uss_Nimitz\script\catapult.sqs" Plane: Name of the plane to be launched Carrier: Name of the Nimitz Launcher#: 1-4 1 is front left 2 is front right 3 is back left 4 is back right Thanks to unnamed for all his help on this. USS Nimitz beta0.6 available here -
In the editor with the NAME: field, you can custom name an empty vehicle etc How do I capture that string ? Dropping an empty jeep on the map, naming it "REDFRED" and sticking this in the INIT field; [this] exec "nameit.sqs" >nameit.sqs< <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_AJeep = _this select 0 titletext[format ["Name: %1", _AJeep], "Plain down"] only gives jibberish like "1a3a4234# NOID jeep" Any ideas ?
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Whoah ! Dont scare us like that Lester ! Whole Addons can be lost in HDD crashes ! Backup .... plz plz backup
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No ... I meant setpos to completely REMOVE any pitch or roll. Hence no need to compensate .... I think for big boats/ships no pitch/roll would look ok.
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Good idea, but why limit to just fixed wing ?
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Hot stuff Klink old chap ! Hopefully the community can help on leads to remove those Cons. (addon newbie thought) ... will a repeated SETPOS remove the pitch/roll issue ? Well thats the spirit ! BTW ... how many boats did BAS do anyway ?
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Nop .... I can lock with either TAB key or with cursor. Missiles can be a bit hit or miss once you fire, but I guess for the era, that ok'ish. BTW, I only just noticed, that is VERY nice undercarriage you have on your beast Scud .... top work. (oh ... I've got mine in the RES/ADDONS directory .... not that it should make a difference)
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These guys have been doing it for a large area .... yet for release. http://www.flashpoint1985.com/cgi-bin....3;st=75
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Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
Oops, when you said altitude, I assumpted coding was need, not object editing ..... sorry you'll need an other person to help there. Ok, I'm with you, ... but how does the mission maker/user know what each nimitz is called ? I cant think of a non-intrusive way of the mission maker being able to see it ... -
Very Important Announcement from BAS
[aps]gnat replied to Tigershark_BAS's topic in ADDONS & MODS: DISCUSSION
<span style='font-size:12pt;line-height:100%'><table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Gnat Action "SALUTE"</span> Been a pleasure receiving/playing all your lovely works ... hardly an MP game I've played where one of your units wasn't present. And just ignore the wankers, they either stupid or got Addon-Envy. -
Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
Problem is, what are we planing to name the front section of each Nimitz so a user can access the catapults ? We can name it something similar to the name the user has given the ship, ie User names it "Nimitz1", we name the front "Nimitz1_Front". ...... BUT because of a "no way" answer per my previous posted problem on custom names, there is NO WAY to get that user defined name string from the OFP:R engine. We can always hardcode the name ("NimitzFront") BUT then you can't use more than one Nimitz in a mission. We can't random name it, because then the user who wants to call the catapult script doesnt know what its called. ie ...... using the Gamelogic etc is fine, but the naming of each section of the multi-addon addon just wont work ... as far as I can see. One option may be to break the ship into 2 when its built, a front and a back, that way they each can be named. Problem is of course, if you move one piece you gotta make sure the other is moved at the same time. Somehow I think your/my script above is a better solution, until a whole new Nimitz is made ! Whats the problem? Maybe I can de-PBO them and help. -
Wow .... the AI bring it onto the tarmac fast ! ..... guess thats why it has a chute Also love the sound and way the AI light off the afterburners on take off ..... nice.
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PMC Euro ?
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Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
ok unnamed_ ..... your right ... we can do it that way! As for contacting Hawk, forget it, he seems to have moved on to other things. I was basically was the last person to modify the addon. If you have an idea how to get the 4 catapults to work for any number of carriers, let me know, cuz I can't see how to do it, even with the code below. <span style='font-size:12pt;line-height:100%'>Carrier Catapult Script</span> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Plane = _this select 0 _Carrier = _this select 1 _Pad = _this select 2 _FrontGL = _this select 3 ; catapult launch script by Gnat, for USS NIMITZ addon ; per UNNAMED's idea, a GameLogic has to be placed just forward ; of the bridge to enable the front catapults to be used. (_FrontGL) ; although Nimitz has 4 catapult scripts/animations, they seem ; to be copies of just 2 scripts. ?(_Pad == 1) : goto "pad1" ?(_Pad == 2) : goto "pad2" ?(_Pad == 3) : goto "pad3" ?(_Pad == 4) : goto "pad4" exit #pad1 [_Plane,NearestBuilding _FrontGL] exec {\hwk_uss_Nimitz\script\katapult1.sqs} exit #pad2 [_Plane,NearestBuilding _FrontGL] exec {\hwk_uss_Nimitz\script\katapult2.sqs} exit #pad3 [_Plane,_Carrier] exec {\hwk_uss_Nimitz\script\katapult1.sqs} exit #pad4 [_Plane,_Carrier] exec {\hwk_uss_Nimitz\script\katapult2.sqs} exit use; [Plane1, Carrier1, 2, GLFront] exec "NLaunch.sqs" Catapults are as per this; -
LOL .... oops! ... didnt even realise I had two profiles in the forum
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OOHHHH Yes please !
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Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
Yes ... I know. But if you read you can activate the BACK ones, you just can't activate the front ones ...... unless you can answer this problem .... http://www.flashpoint1985.com/cgi-bin....t=40484 -
Carrier launch scripts???
[aps]gnat replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
See .... http://www.flashpoint1985.com/cgi-bin....t=40138 . -
Wow ! .... I'm surprised this is not available inside the OFP:R engine ! Thanks Bart.Jan, nice script but I'm afraid it wont work in my situation ..... I want to take whatever a user names an addon and add the text "FS" to the end and thus NAME another section of an addon. i.e. The Nimitz, trying to generate a public name for the front section of the ship (so we can use the Blast Plates). Because more than one Nimitz can be dropped onto a map, I cant hard code the NAME(s). ...... back to the drawing board.
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Good to hear Zay !!! Looking forward to the teams work !
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Scripting AI Flying Height for Helicopters
[aps]gnat replied to Sage's topic in ADDONS & MODS: DISCUSSION
Here's some code I have been using to detect deaths at sea. Same code can be used to determine height. Sorry .... not worked with Addons ... so you'll have to work that bit out. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_name = _this select 0 hint "started" _sea_level = "emptyDetector" camCreate [0,0,0] _TempPos = "PipeBomb" CamCreate [0, 0, 0] #loop _TempPos setPos [(getpos _name) select 0,(getpos _name) select 1,(getpos _name) select 2] unit_height_asl = -((getpos _TempPos) select 2) -((getpos _sea_level) select 2) titletext[format ["Height: %1", unit_height_asl], "Plain down"] ~1 goto "loop" unit_height_asl is you height above sea level Best of luck ..... and by the way ..... way cool to have a Zepplin in the game ... -
Scripting AI Flying Height for Helicopters
[aps]gnat replied to Sage's topic in OFP : CONFIGS & SCRIPTING
Here's some code I have been using to detect deaths at sea. Same code can be used to determine height. Sorry .... not worked with Addons ... so you'll have to work that bit out. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_name = _this select 0 hint "started" _sea_level = "emptyDetector" camCreate [0,0,0] _TempPos = "PipeBomb" CamCreate [0, 0, 0] #loop _TempPos setPos [(getpos _name) select 0,(getpos _name) select 1,(getpos _name) select 2] unit_height_asl = -((getpos _TempPos) select 2) -((getpos _sea_level) select 2) titletext[format ["Height: %1", unit_height_asl], "Plain down"] ~1 goto "loop" unit_height_asl is you height above sea level Best of luck ..... and by the way ..... way cool to have a Zepplin in the game ... -
Lookin real good ....