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b101_uk

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Posts posted by b101_uk


  1. thanks,

    Well we should be looking at the weekend or early next week dependent on RL.

    Just have to stop the fire involved with the destruction of concrete and make some appropriate “wreck†modals at least for the concrete objects, as you cannot go dropping them from height like you do with timber or could get away with big bits of steel, as they would just collapse in etc.

    Also trying to figure out why all my horizontal objects are as you would expect collideable with heli/vehicles/persons and bullets etc yet my vertical objects are only collideable with persons and bullets but not vehicals/heli, but I have my suspicions as to what it is. :rolleyes:

    Zentaos, I had thought of precision erection of a steel frame building, perhaps using light heli sized uprights and medium heli sized apex trusses/spans, but perfectly flat bits of ground in remote areas are few and far between, and if you make a concrete base to give you a real looking foundation that would be perfectly flat you lose the ability to use the “istouchingground†condition as any object you lowered would be resting on a modal (the concrete foundation) not the ground, so objects would be more likely to do strange unnatural things when suddenly attached too something.

    There are quite a few cuttings in woodland/forest where power lines would be where pipes could be placed as if “pre burial†or perhaps some power line poles could be placed with high precision ;)


  2. The only time the wheel will ever be replaced is if someone can come up with a mechanically simple, cheap device that consumes very little over its lifetime and err replicates ALL the qualities of “THE WHEEL†with its thousands of years refinement or its basic use by even the most inept/incompetent of individuals.


  3. Mmm I don’t know that “The 'norm' is that the mouse is used to control a mouse cursor for interaction only, not for viewing†is quite right, given that the “norm†is NOT to have TrackIR but to err mouse-look AND click things with it. ;)

    What I suppose you need to do is map some second buttons to replicate the actions of the mouse buttons (so you do not have to touch the mouse) when looking at a button/switch/etc.

    You could try going into options > game options you will see a setting for “free-look interaction†and playing with that, as it controls mouse-look vs. green icons vs. the use of “ALTâ€/â€keypad *†and the default state when you’re in cockpit view mode.

    BTW, you don’t need the green icons “on†in order to click the buttons etc if you know where the switch/etc are, also the green icons have an ~7fps to ~10fps hit when on in cockpit view mode. (or they do on my I7 980 with 560ti) so I have mine set to default to mouse-look on and icons off.


  4. Over xmas I have made a few little objects for sling loading as I thought I would try O2 out (not built in O2 but need to use O2 to get in-game), they are the correct weight for the type/size of object and are in small (300kg to 350kg) and medium (~600kg) to cover the likes of the small & medium heli there are also a couple of “intermediate†objects of 450kg to 500kg.

    There is processed crosscut timber as would typically come from forestry operations, some structural steels as you would find around construction sites or places small scale heavy duty construction is taking place, some common relatively universal precast concrete products.

    Also have some tall “obstructions†being made just to make a landing sites a little more interesting.

    Still have some little bits to do and some minor things to figure out. ;)

    takeonh2011122704090607.jpg

    takeonh2011122704084903.jpg


  5. i think you are using multiple references to “this†when referring to two different objects, “this†is always the object you have typed the command into, at all other times you must call some other object by its name that you gave it when you placed it into the “world†with the editor.

    Name the first container in net box1

    Name the second container in net box2

    In the second container in net (box2) you would use e.g.

    "this setPos [position box1 select 1 + 2, position box1 select 2 + 2, 2];"

    Or

    "box2 setPos [position box1 select 1 + 2, position box1 select 2 + 2, 2];"

    Or (using 3d xyz)

    box2 setPosASL [(getPosASL box1 select 0) +2, (getPosASL box1 select 1) +2, (getPosASL box1 select 2) +0];

    That should place box2 2m east and 2m north of box1, you can use setPosATL & getPosATL in place of setPosASL & getPosASL on land e.g.

    box2 setPosATL [(getPosATL box1 select 0) +2, (getPosATL box1 select 1) +2, (getPosATL box1 select 2) +21];

    Would put box2 +2m east/north and +21m above the ground.


  6. You can use outside the campaign (in other missions you have made)

    000 call bis_fnc_heliportmoneyadd;

    To add money to your saved campaign heliport

    Or

    -000 call bis_fnc_heliportmoneyadd;

    To remove that amount from your saved campaign heliport (note the “-“)

    where "000 or -000" is the amount in $ +- from the campaign heliport (if you have one, if not one will be made).

    You can use it in triggers etc. to add money for tasks or to remove money,

    I like this one I came up with :)

    -1.388888888888889 * time call bis_fnc_heliportmoneyadd;

    To remove $5000 per hour running costs for an air ambulance (fuel, parts life, wage (3 crew + ground staff) etc (Inc VAT)) for the time you’re in the mission (divide running cost per hour in $ by 3600 sec to get the cost factor to use as a "-####" value, you can even have a death cost you $###### and yes your heliport can go into minus figures beneath $0! :eek:

    it’s as much fun setting deductions as setting additions thus getting penalty or reward or an element of “cost†involved, it’s just a shame the campaign is now redundant as I have done everything in it bar the last mission (before any of the above) :rolleyes:


  7. you could try going to your "my documents" folder, in there is a Take On Helicopters folder, in that folder is "TakeOnH.cfg" which can be opened with notepad (right click then open with > notepad)

    in the .cfg file is the line "AToC=7;" which can be changed to "AToC=0;" which changes the type of AAA used for difrent things like trees, grass etc

    some people find "AToC=0;" works better with older graphics hardware and stops the need to flush, though "AToC=1;" will at lest do the grass etc which looks better for it while with trees its not worth it.

    see http://community.bistudio.com/wiki/takeonh.cfg

    setting not available in UI, Level of Alpha To Coverage Anti-Aliasing[1] (7=all enabled(default) or 0=disabled (normal AA prior AToC))

    0 - disabled

    1 - AToC on grass

    2 - AToC on new OA trees (takistan, zargabad, proving ground, shapur)

    4 - AToC on old A2 trees (utes, chernarus)

    // combined

    3 - AToC on grass & OA trees

    5 - AToC on A2 trees + grass

    6 - AToC on A2 + OA trees

    7 - AToC enabled on grass, A2 & OA trees (default)

    More detailed description by a community member.

    NOTE: AToC is inactive if Anti-Aliasing is disabled in advanced video options!


  8. keypad "Enter" is for external/internal view switching, keypad "*" unlocks the view so you can move the viewpoint with the mouse both external/internal views. (you may need to go into the player profile setup and edit the difficulty pre-sets to enable 3rd person view on higher difficulty’s)

    RE: your other post, The benchmark is under the challenge menu heading.


  9. In you “my documents†folder there is a “Take On Helicopters†folder, typically at e.g. (windows 7)

    C:\Users\YOUR USER NAME\Documents\Take On Helicopters

    In that folder is a file called “TakeOnH.cfg†which can be opened with notepad (it just a txt file with a different file extension)

    In that file is the setting for what the game will use e.g.

    refresh=60;

    would be 60hz

    There is also in the same are also the resolution settings for windowed, full screen and the 3d render size when in full screen mode.

    However what the game may use and what you graphics card my pick could be two completely different things, so you may need to update the monitor .inf file so the resolutions vs. refresh rates are correct, or to select that specific resolution for the desktop prior to starting the game and then editing the TakeOnH.cfg file, then start the game, once it has been done once you should be able to default your desktop to its normal native resolution maybe!


  10. I suppose for TKoH the “cargo container in net†would make a good stand-in for an ammo box, however in the TKoH CP (using A2OA) putting A2 type ammo box in helicopters would result in an explosion shortly (~1min/0.5km) after take-off (don’t know about if they do the same when a sling load but I suppose there is only one way to find out)

    edit:

    Well sling loading an default A2 ammo crate works, however it fly’s unusually forward rather than hang vertically/slightly backwards with speed.


  11. If anything is overclocked then the error would most likely be caused by running hardware outside of default which would be down to YOU to rectify/test, hardware when overclocked may be ok most of the time but if one portion is used intensively error can occur and things like transferring files during an installation are not as fault tolerant as file transfers during games which would largely not be using the DVD but instead the HDD and may be coded to ignore missing/errors in data.

    Likewise e.g. if your DVD drive is an external USB type then having in connected to a USB hub can cause problem vs. having it directly connected to a USB port on the motherboard as the only device using that port. (also a documented problem affecting external DVD drives in general)


  12. Make sure that your CPU etc is at default speed, the same with the RAM etc etc (i.e. not overclocked) – there have been other instances reported of file errors resulting in failed installs from DVD that were traced to overclocked hardware (CPU/RAM/FSB/etc)

    You could try copying the data from the DVD’s to a HDD folder, if it’s a proper error you would not expect this to complete, if it completes you could try running the setup.exe from the HDD folder.

    Check that “enable DMA†is on for your IDE/ATA devices (alternatively if on for your DVD drive you could turn it off for installing so PI0 mode is used (more CPU intensive) then turn it back on afterwards) (Google enable DMA) (PC restart will be needed) (some DVD drives don’t like DMA mode coupled with large chunks of data and PI0 is a fall-back mode that all IDE/ATA devices must support)


  13. If you have done externally (inc engine and main rotor gearbox)

    Get in the helicopter put the rotor brake on and manipulate the flight controls threw their range and turn on the battery master switch and test the function of switches (no need to use the starter).

    The flight controls can only be examined/tested by being in the helicopter as can the battery and switch operation.

    Also the pitot icons can be easily be missed as they are so small and blend in with the end of the pitot tubes, or even the landing light in the nose-gear well of the heavy helicopter.


  14. Tax % level should be the same for everyone apart from the people at the lowest end of wealth or of state retirement age (e.g. on welfare type state benefits) who should pay 0%.

    There really is no reason why anyone should take on more of a % tax burden than a majority of the populous when in a lot of the cases it’s not the rich people in many sectors who caused the problem.

    After all if you going to tax a small group ludicrous amounts above that of the masses what do they get in return as an incentive to stay in that country? They obviously don’t get much gratitude for paying the already vastly higher tax % than most as this thread shows.

    I know if the UK government put my tax % up to what the so called 1%ers get taxed at I would sell up and leave the UK in short-order with my small amount of wealth, so you can see why rich people leave if they are going to get excessive % tax vs. elsewhere that may have lower tax % and a more pleasant/temperate weather.


  15. Ok, I have done some investigating and “slingload0†and “slingload1†should be valid points on BOTH the helicopter AND the load, however if a slingload0 & slingload1 is placed in the memory LOD of the load to be lifted nothing happens and the rope WONT connect at all (i.e. the presence of slingload0 or slingload1 in the load to be lifted is enough to override the currant bounding-box method BUT the code or script to actually put the rope to slingload0 or slingload1 is missing/faulty etc thus the rope does not appear and the waypoint stays active)

    The reference to slingload0, slingload1 and the bounding box (which is used at the moment) in relation to the slung load & also the helicopter is in “modules_h.pbo†(path within .pbo is: HSim\modules_h\functions\Waypoints\fn_wpSlingLoadAttach.sqf)

    The txt of fn_wpSlingLoadAttach.sqf is in the spoiler below, I have tried logical changes to the reference to “_targetPos†being slingload0 or slingload1 in both the “//--- Prepared†and “//--- Attach†sections without luck and I have slingload0 & slingload1 in my memory lod and have tryed using them one at a time.

    (tested from tkoh root folder\HSim\modules_h\functions\Waypoints\fn_wpSlingLoadAttach.sqf)

    I guess this may be why the medium heli has the as yet unused CargoHook.p3d and CargoHook_military.p3d that fit in the belly, either that or the means to swap between the hook lod1 and the none hook lod2 of the CargoHook.p3d proxy is not yet done like for doors and other bits. found ;)

     /*
    Author: Karel Moricky
    
    Description:
    Waypoint - Attach sling load
    
    Parameter(s):
    (set by waypoint)
    
    Returns:
    Nothing
    */
    
    
    _wpFunction = "BIS_fnc_wpSlingloadAttach";
    _wpName = localize "STR_HSIM_BIS_fnc_wpSlingLoadAttach_Name";
    #include "variableSettings.hpp"
    
    _delay = 0.1;
    _posCounter = 0;
    _forced = false;
    _posLimit = [_params,0,-1,[0,true]] call bis_fnc_param;
    _failCode = [_params,1,{},[{}]] call bis_fnc_param;
    _weight = [_params,2,-1,[0]] call bis_fnc_param;
    _forced = false;
    _PIP = false;
    if (typename _posLimit == typename true) then {
    _forced = _posLimit;
    _posLimit = -1;
    };
    if (_posLimit < 0) then {_posLimit = _delay};
    
    //--- No target - Mission Accomplished
    if (isnull _target) exitwith {};
    
    //--- Smaller default completion radius
    if (waypointcompletionradius _wp == 0 && _mode != 2) then {_completionRadius = 42};
    
    _bboxZ = boundingbox _veh select 1 select 2;
    
    //////////////////////////////////////////////////////////////////////////////////////////
    //--- Prepared
    _checkDistance = {
    _veh = vehicle _x;
    if (_veh iskindof "Helicopter") then {
    	if (isnil {_veh getvariable "BIS_slingload_attach"}) then {
    		_limitDistance = if (isplayer driver _veh) then {_completionRadius} else {100};
    
    		//--- Hook point on helicopter
    		_vehPos = _veh selectionposition "slingload0";
    		_vehPos = if (_vehPos distance [0,0,0] > 0) then {
    			_veh modeltoworld _vehPos;
    		} else {
    			_vehBboxZ = boundingbox _veh select 0 select 2;
    			_veh modeltoworld [0,0,_vehBboxZ];
    		};
    
    		//--- Hook point on target
    		_targetPos = _target selectionposition "slingload0";
    		_targetPos = if (_targetPos distance [0,0,0] > 0) then {
    			_target modeltoworld _vehPos;
    		} else {
    			_targetBboxZ = boundingbox _target select 1 select 2;
    			_target modeltoworld [0,0,_targetBboxZ];
    		};
    
    		//--- Generic Sentences
    		if (_vehPos distance _targetPos < _limitDistance * 10 && !_forced) then {
    
    
    			if !(_PIP) then {
    				if !(_forced) then {
    					{
    						_veh = vehicle _x;
    						if (isplayer driver _veh && isplayer _x) then {
    							_camPos = _veh selectionposition "slingload0";
    							_camPos set [2,(_camPos select 2) - 0.2];
    							["rendertarget0",[[_veh,_camPos],_target],_veh,false] call bis_fnc_pip;
    							"rendertarget0" setPiPEffect [3, 1.0, 1.0, 1.5, 0.0, [0, 0, 0, 0], [1, 1, 1, 0], [1,1,1,0]];
    						};
    					} foreach units _group;
    				};
    				_PIP = true;
    			};
    
    			if (abs ((_vehPos select 2) - (_targetPos select 2)) < 50) then {
    
    				//--- Direction
    				_dirto = [_veh,_targetPos] call bis_fnc_relativedirto;
    				_dirto = floor (((_dirto + 45 + 360) % 360) / 90);
    				[
    					[
    						"FeedbackFlightNegativeDirectionsForward",
    						"FeedbackFlightNegativeDirectionsRight",
    						"FeedbackFlightNegativeDirectionsBackward",
    						"FeedbackFlightNegativeDirectionsLeft"
    					] select _dirto
    				] call bis_fnc_genericSentence;
    			} else {
    
    				//--- Altitude
    				if ((_vehPos select 2) > (_targetPos select 2)) then {
    					["FeedbackFlightNegativeHeightTooHigh"] call bis_fnc_genericSentence;
    				} else {
    					["FeedbackFlightNegativeHeightTooLow"] call bis_fnc_genericSentence;
    				};
    			};
    		};
    
    		_vehPos distance _targetPos < _limitDistance
    		||
    		_forced
    	} else {
    		false
    	};		
    } else {
    	false
    };
    };
    
    
    //////////////////////////////////////////////////////////////////////////////////////////
    //--- Condition
    waituntil {
    
    _time = time;
    waituntil {time - _time > _delay};
    if (call _isExpired || isnull _group || isnull _target) exitwith {};
    
    //--- AI Move
    {
    	_veh = vehicle _x;
    	if (_veh iskindof "Helicopter" && !isplayer driver _veh) then {
    		_expected = expecteddestination _veh select 0;
    		if (_expected distance _target > 50) then {
    			_veh domove position _target;
    			if (_veh distance _target < 100) then {
    				_veh flyinheight 20;
    				_veh setspeedmode "limited";
    			};
    		};
    	};
    
    	if (call _checkDistance) then {
    		_posCounter = _posCounter + (time - _time);
    		if !(_forced) then {
    			hintsilent format [(localize "STR_HSIM_BIS_FNC_WPSLINGLOAD_HINT") + " %1%2",round ((_posCounter / _posLimit) * 100) min 100,"%"];
    		};
    	} else {
    		_posCounter = 0
    	};
    } foreach units _group;
    
    (call _condition && _posCounter >= _posLimit) || _forced
    };
    if (call _isExpired || isnull _group || isnull _target) exitwith {};
    
    
    //////////////////////////////////////////////////////////////////////////////////////////
    //--- Load
    
    //--- Select suitable helicopters
    _heli = if (_mode == 2) then {
    _veh
    } else {
    _listHeli = [];
    {
    	_veh = vehicle _x;
    	if (call _checkDistance) then {
    		if !(_veh in _listHeli) then {_listHeli = _listHeli + [_veh]};
    	};
    } foreach units _group;
    
    //--- Select nearest helicopter
    [_listHeli,_target] call BIS_fnc_nearestPosition;
    };
    
    //--- Attach
    
    
    //--- Calculate rope length (default is sum of boundingbox heights of heli and target)
    //_ropeLengthDefault = (sizeof typeof _target) / 2 + (sizeof typeof _heli) / 2;
    _bboxHeli = boundingbox _heli;
    _sizeHeli = abs((_bboxHeli select 0) select 2) + abs((_bboxHeli select 1) select 2);
    _bboxTarget = boundingbox _target;
    _sizeTarget = abs((_bboxTarget select 0) select 2) + abs((_bboxTarget select 1) select 2);
    _ropeLengthDefault = _sizeHeli + _sizeTarget;
    _ropeLength = if (_forced || true) then {
    _ropeLengthDefault
    } else {
    (_heli distance _target) max _ropeLengthDefault
    };
    
    //--- Get connection points
    _targetPos = _target selectionposition "slingload0";
    _targetPos = if (_targetPos distance [0,0,0] > 0) then {
    "slingload1"
    } else {
    _targetBboxZ = _bboxTarget select 1 select 2;
    [0,0,_targetBboxZ];
    };
    
    //--- Connect
    _ropeSegments = 10;
    _ropeSegmentsLength = (_ropeLength / _ropeSegments);
    _rope = ropeCreate [_heli,"slingload0",_target,_targetPos,_ropeSegments,_ropeLength];
    
    //--- Event handlers
    _ropeEHcustom = _heli addeventhandler [
    "RopeBreak",
    _failCode
    ];
    _ropeEH = _heli addeventhandler [
    "RopeBreak",
    {
    	_this spawn {
    		_heli = _this select 0;
    		_rope = _this select 1;
    		_cargo = _heli getvariable ["BIS_slingload_attach",objnull];
    
    		SLINGLOAD_CLEANUP
    		sleep 5;
    		ropedestroy _rope;
    
    		//--- Mark the cargo as lost
    		_cargo setvariable ["BIS_slingload_lost",true];
    
    	};
    }
    ];
    
    //--- Sect custom weight
    ropeSetCargoMass [_rope,_target,_weight];
    
    //--- Store attached object variables
    _heli setvariable ["BIS_slingload_attach",_target];
    _heli setvariable ["BIS_slingload_rope",_rope];
    _heli setvariable ["BIS_slingload_ropeEH",_ropeEH];
    _heli setvariable ["BIS_slingload_ropeEHcustom",_ropeEH];
    _target setvariable ["BIS_slingload_attach",_heli];
    
    //--- Remove PIP
    ["rendertarget0"] call BIS_fnc_PIP;
    
    200 call _fnc_addRating; 


  16. You have to script it (for red/blue lights) for the police car, with the ambulance and fire truck you can cheat a little by attaching perimeter light objects as the body of the perimeter light gets hidden inside the ambulance/fire truck modal, you cannot do that with the police car as it looks silly as the body of the perimeter lights can be seen

    So e.g. with the airport fire truck, place one and call it “ft1â€, then create an orange and a blue perimeter light,

    In the orange perimeter light init section type:

    this attachTo [ft1,[-1.19, 2.15, 1.13]];

    In the blue perimeter light init section type:

    this attachTo [ft1,[1.19, 2.15, 1.13]];

    For the ambulance (called amb1) you need 4 blue perimeter lights and in their respective init section type one of the following

    (note that the modal 0,0,0 point is off-centre hence the X value -0.49 vs. 0.68 is not symmetrical)

    this attachTo [amb1,[0.68, -0.18, 0.7]];

    this attachTo [amb1,[-0.49, -0.18, 0.7]];

    this attachTo [amb1,[-0.49, -2.5, 0.7]];

    this attachTo [amb1,[0.68, -2.5, 0.7]];

    For police cars you are better off using other types of light to flood the area with strobe effect thus one police car in the middle of a couple of other police car/emergency vehicles throws off enough light, if you add the folder in the .zip file below to the same place your editor missions are saved e.g. C:\Users\PC user name\Documents\Take On Helicopters\TKoH user name\missions you can open it up in the editor with the lights listed above and a ~78PPM xenon double flash area effect on the police car that uses the sqf files included.

    lighttest.United_States_H.zip

    lights1.sqf = creates the red and the blue lights on pc1 (police car 1) and calls red1.sqf & blue1.sqf to start the lights flashing,

    red1.sqf & red2.sqf (like blue1.sqf & blue2.sqf) just loop to maintain the flashing state, to stop the lights flashing you need to use deletevehicle pc1redlight or pc1bluelight e.g. via a trigger.

    e.g.

    x1PVAWVvQuI


  17. NEW URL for the 1.03 patch

    The old config.bin was first created 17th ‎October ‎2011, â€â€Ž09:23:12, the 1.03 patch config.bin is dated (created/modified etc) 10th ‎November ‎2011, â€â€Ž15:26:24, just I have added the relevant bits to the newest dated patch 1.03 config.bin. (naming has stayed the same so not to affect missions using the old config.bin)

    Once BIS add the details into a patch this will then be obsolete. ;)

    http://www.mediafire.com/file/k60y5pbqbwy5k28/Medium_heil_With_Red_Air_Ambulance_V1.03.zip


  18. Does anyone know the default connection point name (toPoint in the ropeCreate Syntax) in a LOD (memory point etc) that will override the behaviour of the ropes connecting to the centre of a LODs volume of a slung load in the absence of such a named point?

    As I have some objects that should be connected near the end/s rather than in the centre, this is also to alleviate the problem of the rope/load physics having spasms associated with ropes fixing to the centre of an object which can then freely spin about it Y axis which would not happen if the rope was connected above and forward of the CoG or LOD centre.

    I have looked at lots of the BIS modals in O2 and have yet to find a named point, and yes I do know you can name a specific point in memory lod or x,y,z point if using the ropeCreate Syntax but I am looking for the point name used by default when inserting a scripted TkoH attach sling load waypoint so save using the ropeCreate Syntax ;)

    Any help would be appreciated.


  19. just a guess

    One would imagine you would extract the relevant modules from “modules.pbo†in A2/A2OA, then recreate part of the directory structure as in modules.pbo but in the TKoH Hsim folder (so it replicates the file structure of the TKoH modules.pbo) (much like with FM update xml).

    no doubt there is a .bin file for the TKoH modules (in the TKoH modules.pbo) that will need copying to the Hsim\..\.. folder then you will want to extract the same .bin file from the A2 modules.pbo to another folder location so you open it and can copy the relevant sections of info from that .bin (A2/A2OA) to the TKoH .bin in the Hsim folder.

    Or some permutation of the above, if you just copy modules.pbo/modules_e.pbo from A2/A2OA into a new addons/mod folder you could end up with either lots of duplicates OR e.g. older A2/A2OA modules overriding newer TKoH modules simply because the older modules are seen as having a higher version number maybe like with some of the version number errors you get if you copy A2/A2OA .pbo en-mass into TKoH.

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