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blakeace

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Everything posted by blakeace

  1. blakeace

    External Camera Q

    This is the only stuff I have found out about it. Which isn't that much. http://forums.bistudio.com/showthread.php?t=128444
  2. blakeace

    display of the trim values?

    Not as nice as a built in trim indicator that you can position like the gps etc, but after reading this I thought of how much I would like this, so I created my own to use until an official one is developed. I thought I might as well share it too. http://forums.bistudio.com/showthread.php?p=2080654#post2080654
  3. Small Update Will not effect single player. Fixed a small problem where using the new tools to pack the files, I overlooked ticking the created signature file box. New download just includes the correct signature file. First post updated with new download.
  4. blakeace

    patch 1.03 and hsim folder

    http://forums.bistudio.com/showthread.php?t=126795 Hsim/xml discussion is all related to this thread, of which the final results were integrated into the 1.03 patch which was just released. Which I have linked to below. So content of the HSIM folder is no longer required ATM :) http://takeonthegame.com/game-updates/
  5. Slightly off topic, but you can change textures in a mission, using the setObjectTexture command if required. Good when trying to add quick variety to a mission, or even testing design ideas. It requires the objects have a hiddenSelections reference in it's config. Which the default helicopters all do. You could even setup a gta style paint hanger to change paint jobs within a mission too :pet3: Some very quick examples of some paa files used with the command.
  6. A couple of things I noticed in the code, not sure if what you tried in your above statement overrode this? On line 61 references _vehPos, it should be _targetPos by the look of it. //--- Hook point on target _targetPos = _target selectionposition "slingload0"; _targetPos = if (_targetPos distance [0,0,0] > 0) then { [color="Red"]_target modeltoworld _vehPos;[/color] } else { _targetBboxZ = boundingbox _target select 1 select 2; _target modeltoworld [0,0,_targetBboxZ]; }; Then on line 197 where I think the main issue is, as this is where the actual connections and rope creation occurs. //--- Get connection points _targetPos = _target selectionposition "slingload0"; _targetPos = if (_targetPos distance [0,0,0] > 0) then { [color="Red"]"slingload1"[/color] } else { _targetBboxZ = _bboxTarget select 1 select 2; [0,0,_targetBboxZ]; }; From my reading of things I would have thought that would be "slingload0"? then _targetPos is used below. _rope = ropeCreate [_heli,"slingload0",_target,_targetPos,_ropeSegments,_ropeLength]; So thinking is most likely in the ropecreate code if the target pos is undefined it defaults to [0,0,0]? Have you tested by manually creating a rope with your object and using "slingload0" as the targetpos? Could somebody else check my line of thinking, if correct then a ticket could be created for it. Hope this helps Blake.
  7. Try setting the fuel for the aircraft to zero. The pilot will just sit in the aircraft. When you want it to move create a trigger or script to refuel the aircraft. It will then taxi. E.g. Aircrafts name is plane1 plane1 setfuel 1; Hope this helps Blake.
  8. First Post updated. Version 0.2.2a Fixed incorrect signature files. DOH!, yes very silly of me. First post now updated with old keys, signed using the new tools. Hopefully I've got it right this time. Thanks for being so on the ball :). Apologies for the stuff up. Cheers I'm glad you like it.
  9. Ok this is what I have be able to display so far. Based on the http://community.bistudio.com/wiki/BIS_fnc_PIP Disclaimer, these are results of experimenting, so aspects of this could easily be wrong. That said, these snippets of code will allow people to quickly create something to display on a monitor. Even if it is for just a bit of fun. Below is my attempt at a sling load camera, I used this as the base of what I used in my sling load addon. Copy and paste this into the helicopters init field. By replacing rendertarget0 with rendertarget1 will display the cam in the copilots monitor on the heavy helicopter. sr1 = this spawn { helipad1 = createvehicle ["Helipad_invisible_h", [0,0,0],[],0,"NONE"]; sleep 0.1; helipad1 attachto [_this,[0,7,-30]]; _cam_loc = (_this selectionposition "slingload0"); _cam_loc_adj = [_cam_loc select 0,(_cam_loc select 1)-0.5,(_cam_loc select 2)- 0.1]; sling_cam = ["rendertarget0",[[_this,_cam_loc_adj ],helipad1 ],_this,true] call BIS_fnc_PIP; sling_cam camPrepareFOV 0.7; sling_cam camCommit 0; }; This will turn off the pip. If you change vehicles, without switching it off, then it will appear in the new vehicle. Like themaster303 found when he had a sling cam in the driver side mirror on his suv. [] call BIS_fnc_PiP; Playing around I quickly modified it to attach the object the camera is focused on, onto a vehicle named car1. The camera will then track the vehicle. The other option is to track the vehicle directly. I manually placed the cameras position into the flir. There is probably a much better and more correct way to integrate these together? sr1 = this spawn { helipad1 = createvehicle ["Helipad_invisible_h", [0,0,0],[],0,"NONE"]; sleep 0.1; helipad1 attachto [car1,[0,0,0]]; _cam_loc = ( [0.7,0.84,-1.7]); sling_cam = ["rendertarget0",[[_this,_cam_loc ],helipad1 ],_this,true] call BIS_fnc_PIP; sling_cam camPrepareFOV 0.02; sling_cam camCommit 0; }; this animate ["AddTread", 0]; this animate ["AddFLIR", 1]; this animate ["AddMirror", 1]; this animate ["AddHoldingFrame", 1]; Hopefully somebody with more knowledge will dig up some harder facts to work with.
  10. Cheers, much appreciated. Fixed Version now available in the first post First post has been updated with a version that doesn't retain a persistent sling cam in all vehicles if left on when leaving the helicopter.
  11. Edit: HotFix Uploaded Sorry I found a small logical error which caused only the heavy helicopters menu items to not appear correctly. Light and medium were ok. If you downloaded before you saw this edit please re-download. Ok I have uploaded a new version. First post updated with the new download. Blake's Sling Loading v0.2a History: Made speed more flexible, meaning less tolerance for ai hookups. Created the ability to set the desired speed, for those that don't like to rely on autohover. Created the ability to set the time required for an ai hookup. Increased the range that the ai can hookup an object. Current version didn't allow the ai to move close enough to trigger the hooking sequence for large objects. Added Sling load camera in the monitors. Can be turned off and on in the action menu. Added two zoom settings for the camera accessed via the action menu. Cheers, I'm glad you like it. @Sickboy - I have updated my tools, so sigs should be ok now.
  12. Cheers, and I'll sort out updating the tools asap :) .
  13. Sorry for the slow reply, and thanks for the kind words. Will be in the next version now :) I almost have an update ready. Changes will include: More flexible speed tolerance for ai hookups. Ability to set the desired speed, for those that like to not rely on autohover. Ability to set the time required for an ai hookup. Increased the range that the ai can hookup an object. Current version didn't allow the ai to move close enough to trigger the hooking sequence for large objects. Added Sling load camera in the monitors. Can be turned off and on in the action menu.
  14. blakeace

    addaction Arguments

    _actionIdx = player addaction ["Recall","recall.sqf",[unit1,unit2,unit3],0,false,false,"",""]; Just guessing how you want the priorities etc. They are optional and don't have to be there I imagine, just never tried. To access the arguments in the recall.sqf script addaction passes other parameters which you can see here. http://community.bistudio.com/wiki/addAction Your arguments are passed as the third parameter, and I have sent them as an array. So to access them you can use the likes of below. _first_parameter = (_this select 3) select 0; _second_parameter = (_this select 3) select 1; _third_parameter = (_this select 3) select 2; Or keep them as an array and access them that way in your script _arguments_passed_by_me = _this select 3; So that _first_parameter = _arguments_passed_by_me select 0; Hope this helps, Blake
  15. blakeace

    Blake's PRADAR

    Update: 0.1.4.3a Fixed problem where a report file error "Bad conversion: scalar" occurred if a player had a short name. (Thanks to Variables friend Mike for the find! and solution) . 0.1.4.2a Fixed stray dot if only one friendly present at start of mission. First post updated with new version. @Foxhound - Thanks as always, sorry here comes another change!
  16. blakeace

    Blake's PRADAR

    Update: Edit HotFix 0.4.1a uploaded First page updated with the new version. Thanks again to Variable for all his constructive feedback, and also to his friend Mike for his input into retaining menu preferences during a session :) Cheers Blake
  17. Yep, I wouldn't ever go there. The only way through a download I could conceive as valid is through an official patch. Do you have any link or reference that confirms it is legal for personal use of files from one product you own being used in another product you also own if they are both by BI? If not I will pm one of the moderators first to find the answer or who to approach for the answer when I am closer to releasing it :)
  18. No worries, I also added RopeUnwind two posts prior to those, you may wish to add that as well to keep everything together?
  19. Try "slingload0" it's a memposition for sling loading. An example here http://community.bistudio.com/wiki/ropeCreate which is where I got it from. Works well with all three standard types. Ah makes sense now why my rope wasn't increasing in length :)
  20. blakeace

    Blake's PRADAR

    No worries. I'll try and remember to have a look at it. TOH has been distracting me of late :p
  21. One of my current projects is giving the cattle and sheep from arma 2, a herding like behaviour. It is not perfect but is still quite fun at times. I was really doing it for use in TOH. The question is, is it "legal" if you own arma2 to port over the animals, as well as describing that to other users? The other option is would BI be willing to introduce these objects into TOH via a patch? Helicopter herding is quite big in many countries. Plus somebody to make a good farming map :p
  22. Good spot thanks :) Post corrected.
  23. Here is how I believe objects can be atached to ropes. RopeAttachto To attach created rope to an object, use the ropeAttachto command: Description: Simple usage example: Below place in an initialization field of a helicopter place an object nearby named mycargo. Will create a rope which will unroll out of the helicopter, then after ten seconds will attach to the object mycargo. RopeCut To cut a rope, use the ropeCut command: Description: Simple usage example: Note these are just the aspects I have gotten to work. Other syntax options may be possible.
  24. I'm not sure what you are trying to do. Maybe as a work around or as an alternative to get things working could you set a custom control to the same button/key you have set to fire? In your controls setup dialog select Custom controls. For example set use action 1 to be the same button/key. In your code use "User1" to check for that custom control? http://community.bistudio.com/wiki/ArmA_2:_CfgDefaultKeysMapping This link is to the Arma 2 keys, might be closer to what is found in TOH? I did this for a hotkey option on a menu item to use for quick releasing loads using the fire button on my joystick. I have had mixed results with inputaction, sometimes depending on what and where I get no response. Using a menu hotkey option is more consistent I have found especially when using the custom controls. Hope this helps Blake
  25. Here is how I believe the length of ropes are controlled. RopeUnwind To change the length of a rope, use the ropeUnwind command: Description: Simple usage example:
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