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Khalashnikovf

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Everything posted by Khalashnikovf

  1. Hi there. So I was playing in editor with some mission and I stucked at Nuke explosion. There were absolutely awesome help in script by lk (in example mission "lkscriptsv08.utes"). But there was one thing I could not live with it. Damage system and affecting of units. So I decide to made some calculating script to make some physical effects. UPDATE 22.06.2013 - Hey, Im happy to say Im coming back and starting work on Arma 3 version of my script. I will try to do a little research for some stuff, it will take time, but will do that :) UPDATE 06.06.2013 - Since Im not coming here so fast, you can write me mail on Khalashnikovf A gmail.com, I will notice of your message much faster then here :) 08.21.2011 - New version. Watch for log. Lot of New Features Vy8c_Bu4WN4 Latest video. SK4Y5kiIUB8 ----------------------------------------------------------------- NEW v(08.21.2011) Example Arma 2 mission v2.2: https://docs.google.com/file/d/0B7UaDhWVX77hYjJYek9Fd0N0TGs/edit?usp=sharing (Chernarus) For those who want to work inside the math side excel for understanding (But its a mess from times when I was making it so it really needs time to study and compare with scripts) https://docs.google.com/file/d/0B7UaDhWVX77hT3IxaG52aXBrWVk/edit?usp=sharing - there is completely saved original lk script (with lot of modifications in nuke it self + init) - to launch nuke pres: - 0-0-0 (that will launch 1kT Nuke in 10 seconds after tirgger) - Arma 2 version ----------------------------------------------------------------- Change log Future - Create doMove script to force all Man units run into nearest building and lay down - Make it possible to disable countdown timer by easy way - Somehow ... lower the hardware exhaustion - Improve Aperture overshine after explosion - Make some wave turbulence flow in space, so when unit is "hidden" behind hill the shockwave impact will be different according to Huygens–Fresnel principle 2.2 - Repaired Soldier survivality by adding Huge list or CoverAble buildings for Arma 2 + OA Maps (Man unit can hide into building, lay on ground and hope for surviving, or cover behind that building)* - Lowered another more hardware exhaustion (also a bit) - Air units now usually survive shockwave, but their are usually so damage they cant use it anymore 2.0 - Repaired Countdown for missiles for zero time - Lowered hardware exhaustion (a bit) - and other little repairs - new function in nuke set up (disabling Fallout) 2.0b - More accurate physical attributes of vehicles - Advanced Cloud durability and aftershock color correction timing - Precautions when is unit hidden in building to get lower damage if building is not destroyed too (in beta) - Different attributes of Blast and Cloud according to Power of Nuke - Added Fallout cloud spreading into space (in beta) 1.1 - Repaired and improved Lean system 1.0 - Added "real" physical attributes to most of vehicles like length, width, height, weight and survivability according to some basic element - Completely reworked Force and Damage system according to a wikipedia - Added possibility to set up Nuke by your own choice (power,countdown,player indestructibility,random trigger to make more believe that someone want to blast it in "some" time - Brightness of screen is functional to a Power of Nuke - Added lot of sounds like Incoming Shockwave, impact into metal or body material in close/medium/far distance by a heat/shockwave, Rhumble sound of shaking ground for a little bit longer and at last: sound of shaking vehicle and metal friction according to distance 0.9 - Advance Force and Damage system - Added countdown system with random trigger - Modified colorCorrection system to be look more like aftershock 0.8 - Base kinematics were made ----------------------------------------------------------------- Bugs: - Random Trigger of Nuke does not work properly :/ - players as class "Man" are not affected by it in MP ??? - Sometimes it just happens that some Unit pushed will weirdly lean and just fly compeltely other way than it should PLS BE AWARE THAT I NEED HELP WITH PRELOAD... when the Nuke is launched for first time after starting up game ----------------------------------------------------------------- * If you want to use this script on community map where are community buildings, you need to create your own list or add it to one already existing. Look in lk/nuke/coverableBuildings.sqf and add your buildings like the rest of there already. You can also share your addition here pls :) ----------------------------------------------------------------- What I need? - Does anyone know name of rocket model used in OA placed on SCUDs? - I need to test behaviour of diferent types of units (if there is "real" looking force pushed certain unit) - I need to try every possible building if unit is inside really hidden - create a particular effects with shockwave spreading far into landscape (its really good visible here in 35 seconds) - create particles of paint "waporazing" from vehicle (like in video) - create particles of some parts like some metal desks, rotor, screws, etc. H4uHVFMcpXA -------------------------------------------------------------------------------------------- No force and damage graphs anymore. The math is now so complex that there is no graph to be done. Just look at http://en.wikipedia.org/wiki/Effects_of_nuclear_explosions. This one is how Shockwave now works (of course only approximation with R = 0,91 This is showing how damage works You can find on wiki url how is determined power of Nuke according to its Blast and Cloud height. By my studies is Power of nuke in Arma 2 circa 0,4kT :D ---------- Overpressure graph ------------------------------------------ http://img412.imageshack.us/img412/8569/shockwavep.jpg What is that? Its a schema how is shockwave powerful in certain area of space. There is BLUE CURVE which is Ideal position of maximal Overpressure in air The GREEN CURVE is where is happening to change function into circle. So if some vehicle (1) is on that position where is ORANGE DOT, it need to be computed on zChange curve then via y = -kx + q compute it on zMaxima curve and than find its cross on Height = 0 because that is the place where is known equation about overpressure force. So the every unit which could actually be on those three curves would be Overpressured within same power. Once it gets x0 value you can see how many Overpressure is there by that RED hyperbolic curve which is actually three times larger to be easily readable on this graph ----------------System of radiation ---------------------------------- This graph shows us how much radiation will unit get in time zero of blast for a three seconds. http://img59.imageshack.us/img59/5419/radiationinspace.jpg And this one shows us what is happening with heat in time of 300 seconds http://img16.imageshack.us/img16/900/radiationintime.jpg --------------- For show --------------------------- This shows how Heat and Shock waves are spreading in space. This will count Overpressure in air: And this will set damage: How to setup your Wanted Nuke?
  2. Long time I was gone. Many people asking me about porting it to Arma 3. Well, since my original part of script is only physical part I need to wait once someone make particles etc. And it would be really awesome if some will already implement my math of counting size of Explosion and mushroom cloud. Will update first topic soon with more information what is need to be done. I already tried my script in Arma 3 and it work EVEN much better with PhysX system.. Cars were rolling like in real, but there will be ALOT of work with covering system, new vehicles, etc. Once I will get some free time to spare, will definitively look on it and ALSO finish my original work to perfect stage :)
  3. Well. Mediafire is pretty much all for now. Can you advice me some other totally free host servers?
  4. Good point about those helicopters sitting on the ground, will look at that ridiculously big pressure forcing them to be pushed and artifically lower it to not look kinda stupid :) Otherwise nice looking vid, keep up!
  5. You can create script. Search for if then You can launch it for certain unit only or: Search for forEach and you can do it for all units on map for example Just use biki and dont be shy or lazy ;)
  6. Its not so simple as it can look like http://forums.bistudio.com/showthread.php?t=112397 This is one of you looking for, try to find your wanted Shackawe and try to beat falling soldier from air to not be killed :)
  7. Khalashnikovf

    Inverting ZORA?

    Well, should be much more easier to create trigger of some circle area which kill everything what will get inside
  8. Yes,I discovered this issue too lastfew days ago ... and sincerely, have no idea why is that so... Would need some Pro for analyse this stuff. Because every unit is affected by it, but not play by it self if he is on foot.
  9. Im trying to make identities to showing in game I made this: class CfgIdentities { class Overlord { name = "Overlord"; face = "Face35"; glasses = "none"; speaker = "Eva"; pitch = 1.1; }; class Pilot { name="Pilot"; face="Face05"; glasses="none"; speaker="Jonah"; pitch=1.0; }; }; Then I made in init file this: overlord setIdentity "Overlord"; c130_real setIdentity "Pilot"; So its not showing their names in game? Its still showing for example 1-1-C 1: " bla bla bla" ... I searched forum for this thing and there is everywhere only this guide,nothing more. Im using sideRadio in desription.ext and stringtable.xml for messages. So what is wrong?
  10. Hello everyone. I was thinking about how bad some ppl fly with transport choppers. So I made this little training mission on Island Everon. You are pilot of big one Mi-17 and your Instructor too. If you will be able to handle this beast, there will be no issue with Black Hawk or Littler Birds at all. ______________________________ Requirements: - Arma 2 Combined Ops - EVERON Island ______________________________ Features: - Computer which counts points for Instructor and Student Pilots according to their performance through Test flight. - Instructor shows the way and Student should be following him. - Rules which are applied on how pilot should fly (everything is explained in mission) - Different difficulties from Recruit to Expert - Final Exam results represented with mark and Comments for what is player suitable (from LEGENDARY to "Able to fly in CoD" :D ) ______________________________ Log: version 1.0 - First released version. ______________________________ Bugs: - Not known ______________________________ Download: http://www.megaupload.com/?d=ULD6NQ74 http://www.mediafire.com/?ws8do8g6mi87l86 ______________________________ Future: - Add to hint which dificulty you are playing so players can show their performance for example here :) - Add it to a Chernarus in way like Pilot Choose his Helicopter and by that fly course - Make it for more Players which could compete between them self :) ______________________________
  11. Funny Man. This is free community, not some Market :D
  12. Hello everyone, long time... Well, I need some advice how to check if any "man" unit is inside of building. I thought about search for position inside of house, but what if player stays not in that position? I tried to use something like this: _nObject = nearestObject [_unit, "house"]; if (_unit distance _nObject <= 8) then { ...... }; It literally means, that if some unit is no more than 8 metres away of some house, he is inside. Well, it has a few bugs :) If the house is smaller, not working... if its not house, but some sign or railway, not working... Does anyone has some solution? Pls help :( EDIT: Forgot to mention, that I need to use this if that building is also not accesable, because I need to check if Im also "behind" that building. And its also Military Bunker added via editor...
  13. Well, I made some Library you have been talking about, its for Nuke script., This serves for finding closest building with actual shape and determinating if unit is inside or at least behind that building covered from Shockwave. if (_unit isKindOf "Man") then { _nObjects = nearestObjects [_unit, ["Building","House","Strategic","NonStrategic"], 40]; if (count _nObjects > 0) then { { _bPa = _unit distance _x; _bPb = _pos distance _x; _bPc = _unit distance _pos; _priorityB = 0; _bParams = [_x,0,0,0,0]; [_x,0,0,0,0] call BuildingListPreload; //player sidechat format ["%1, bPa:%2, bPb: %3, bPc: %4",_bParams,_bPa,_bPb,_bPc]; // this will show all available building class around unit 40 metres if (_bParams select 1 != 0 and _bParams select 2 != 0) then { if (_bParams select 1 >= _bPa) then {_priorityB = _priorityB + 100;}; if (_bParams select 1 < _bPa and _bParams select 2 >= _bPa) then {_priorityB = _priorityB + 200;}; if (_bParams select 2 < _bPa) then {_priorityB = _priorityB + 300;}; if (_bPc < _bPb) then {_priorityB = _priorityB + 10;}; _priorityB = _priorityB - (_bParams select 3); if (_priorityB < _priorityM) then {_priorityM = _priorityB; _bParamsM = _bParams;}; }; } forEach _nObjects; And this is Library itself: It should be all usable buildings in Arma 2 + OA. I made my own indexes needed for my stuff, but it would be easily possible to convert to yours. This sript is also possible to run infinite many times for each unit it self :) EDIT: I should explain the function of it. This script will find most suitable building which provides the most possible protection to make best cover for soldier. For you is important that library. I like your idea to create some sketch of evrybuilding and then use it to search player inside of it. It would be possible to use it also for more acurate cover behind building, but would be better to make it more accurate, like one letter is a half of meter. ------W-------\ IFFFFFOOFFFFFFFI\ IFFFFFFFFFFFFFFI\ IFFFFFFFFFFFFFFI\ !FFFFFFFFFOFFFI\ I-_-------------\ IFFFFFFI********\ WFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ IFFFFFOI********\ --W---********\ /floorEnd\ /houseTop\ Legend: [spoiler] - = Horizontal Wall I = Vertical Wall ! = Horizontal Entrance _ = Vertical Entrance \ = End of line [size="1"](to determine it like in text)[/size] * = Empty space for L houses F = Floor O = Object W = Window[/spoiler] /floorEnd\ = End of first floor (next floor could just continue) /houseTop\ = End of walkable floor for units (so you could OOOO Antenas of roof)
  14. Wow, looks really nice. Will check it later. I like the modeltoworld idea. that Could do the stuff much more better then just and aproximate radius. But it will still do problems with buildings o L shape, right? :( This all works fine for cornered standard buildings, but some non typical ... But maybe these non typical could be check via nearestBuilding(and closest position in house) since almost all non typical buildings are accesable.
  15. Khalashnikovf

    ArmA3 Wishlist and Ideas

    I would be really graetful for this: - Once there was comfirmed that blasts will create actually Shockwave I would like to be able set how Strong will that blast be from classic C4 to H-Bomb. And just dont forget to make soldier and other vehicle classes to be able cover in, or behind house, well with some possibilitties that house will fall in ruins on them :) - Improve AI fight in buildings once there will be every single one able to enter. I would like to see some Ambush actions with not stupid looking AI watching in other way and standing in one position in house (House patrol scripts are good, but still restricted by some rules) - Make zeroing at Grenade launchers animated (so it will not so "jump" with any change) - Animated entering and leaving vehicles !!! - make it possible to change position in vehicle, or better said STANCE, so Soldier can cover crouching him self (they should be also able to look at window like driver when he wants to over drive someone or co-drivers to shoot)
  16. If you give me soem time (day,week,month)... I will make some addition when it should be this Cloud terminated.
  17. Most of these are luanched once and not used by global measure. Only Nuke.sqf. That is the one which makes particle effects of cloud.
  18. Well, the Nuke script is launch through Spawn preloaded in init. so you can try terminate that exact global variable. Should work. But you got point with this termination of script, I will do something for it in future. So Mission makers will be able to terminate Cloud earlier and (I presume) Fadi IN black and write something like 1 year later, right? Will do that, but, give me some time,ok?
  19. http://community.bistudio.com/wiki/cursorTarget
  20. Its completely and only sqf, I hate these pbo packs which you cant modify unless you unpack it :) About that Armaholic ... I dont know how its work there. Some Advices? I would love to present it there, but Im afraid that this one is nothing revolutionary to be in there :P EDIT: Added sample also on Mediafire ---------- Post added at 11:01 AM ---------- Previous post was at 11:00 AM ---------- Nope, it should work for even 40 Nukes. Maybe its only something wrong... dont know. Im usually glad to survive one Nuke :D
  21. Try this, you need to read it! http://forums.bistudio.com/showthread.php?t=101421&highlight=unitPlay
  22. New version released. Several things repaired, improved, added. All of this should be off if you terminate nuke.sqf (colors, mushroom)
  23. Yeah, people will know that street lamp is not good cover, but tell it to AI... :-/ And once some dude discovers that he can duck and cover behind sign, he will do it all time and experience would be completely killed by it :) So ... I have almost 2/3 of Chernarus, so by tommorow will it be done. But once I have you got here O:-) Can you describe me pls how use this list in easiest way? I thought something like Call xxxxx But I dont have much exps with call stuff So what should I need is in some place call this sqf which returns me 4 variable. How to do that? :) And also would be kinda good to separate these list on Chernarus and Takistan... Is there any way how to recognize which map is launched?
  24. Its once again for my Nuke script. Im doing this because there is no otehr way how to improve survival chances for soldiers closer to Blast. That what you see describes: _nObjects = _this select 0; // Array of Objects Closest to a player in range of 30 metres. _insider = 0; // Maximal distance for Inside area of building. _behinder = 0; // Maximal distance for building where it can act like "Behind" cover. _survivor = 0; // Multiplier of how much is building able to survive Blast (Standard is Brick small house: Inside=3/Behind=1.5) _stander = 0; // Can Unit survive while stands on feet inside/behind certain buidling? So once I find my lovely building for that soldier, it will choose this coefs for his survival chances. I got this already made, but now I just need something how to find all REAl houses. because if I just search for NearestObject "house" it will easily "Cover" him behind sign or street lamp :D
  25. Well, bunker is not the only one...I need really every building able in Arma 2 ... and there is that catch, only building. So Im going to do something like this: if (_nObject isKindOf "Land_Hlidac_budka") then {_insider = 1.5; _behinder = 4; _survivor = 0.42; _stander = 0.56;}; if (_nObject isKindOf "Land_HouseB_Tenement") then {_insider = 16; _behinder = 29; _survivor = 1.35; _stander = 1;}; if (_nObject isKindOf "Land_HouseBlock_A1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; if (_nObject isKindOf "Land_HouseBlock_B1") then {_insider = 8; _behinder = 15; _survivor = 1.00; _stander = 1;}; Kinda cruel and really complicated, but a lot of houses are summed up and Im even able to define diferent atributes for these houses :) Its going to be Looong night....
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