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by T_Rex
2009-04-06 04:11:55
Forum: ArmA Editing
Topic: Organizing your various scripts to one dir
Replies: 6
Views: 14055

Re: Organizing your various scripts to one dir

What happens when you pbo them, though? I mean, how does the game know which scripts are referenced?
by T_Rex
2009-04-06 01:01:24
Forum: ArmA Editing
Topic: Organizing your various scripts to one dir
Replies: 6
Views: 14055

Re: Organizing your various scripts to one dir

Feedback:
I can't wait to see the workflow suggestions on this.

In my n00bishness, all my scripts are in the root directory of the mission I'm working on. As that gets bigger and bigger, I'm realizing what a bad idea that is....
by T_Rex
2009-04-03 02:28:33
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Sorry, SM, I know you don't like double posts, but I feel bad about the code in the last post. I was in a hurry, and didn't proof it before I posted it. This should be better. _numbomblets = 40; _factor = 1; // plane altitude modifier _altMod = (_planeAlt - 50) / 5; for [{_b = 1}, {_b <= 5}, {_b = _...
by T_Rex
2009-04-02 14:08:51
Forum: General Editing (tools)
Topic: Blender thread
Replies: 6
Views: 13981

Re: Blender thread

hehe

There are lots of Blender tuts available. Some of the best are actually at youtube - "blender tutorial" gets all sorts of hits. For a tank, I'd suggest a beginner car tutorial (I actually started one of those a long time ago) and the animations for the wheels might carry over. :thumbs:
by T_Rex
2009-04-01 13:24:03
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Do you think 5 bomblet groups of 40 bomblets, with each group being separated by a .3 sleep would work?

Code for the bottom half of the script - might be rough....

Code: Select all

code removed, see next post
Check the edits...
by T_Rex
2009-04-01 02:45:40
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Hmmm... a group/delay counter wouldn't be hard. But... I'm thinking of a way that may be more realistic (I think) with the rearward bomblets landing first, and the most forward firing last. Basically, a slightly phased dispersion. I have to think it all the way through, though. Will try to post more...
by T_Rex
2009-03-31 22:08:05
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Hmm... I'd say try it without any sleep and see what it does.

Also, maybe try making the _factor to random 10, see what effect that has.
by T_Rex
2009-03-31 21:12:32
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Yeah, I'd bump up the number to 100 or so.... :)
by T_Rex
2009-03-31 20:38:17
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Roger. Are those pics with the _factor = random 2 change? It looks like the height does make a difference, so that is a good thing. We can tweak the values. Biggest issue is that it is an "outline" though. We need to fill that in. Several ideas about how to do that. I thought the randomization of th...
by T_Rex
2009-03-31 19:47:11
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Right. Since this is testing, there are several areas that can be randomized later. SnakeMan- Going back to the script you just posted, it should still be a U shape, but I want to make sure it is placed relatively correctly along the fall line of the plane. Your initial comment was that it seemed to...
by T_Rex
2009-03-29 20:09:29
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

New version (02c2) available in the first post at this link:
http://www.ofpec.com/forum/index.php?topic=32835.0

Still very much a beta version - hints aplenty, stutters, things that need optimized and finished. :)

But, it is a good time to test what is there.

:thumbs:
by T_Rex
2009-03-29 20:03:49
Forum: ArmA 2 General
Topic: Shotguns and AT / AA launchers
Replies: 2
Views: 7752

Re: Shotguns and AT / AA launchers

Tactical shotguns have been sorely needed for a LONG time.
by T_Rex
2009-03-27 15:13:30
Forum: General Editing (tools)
Topic: Blender thread
Replies: 6
Views: 13981

Re: Blender thread

Well, I thought the python scripts (which is the language of choice for Blender addons) will let you do it without the scripts. When I googled it, there are lots of hits on Blender FSX. There may also be an intermediate step possibility, especially if you are willing to sacrifice the animations. Edi...
by T_Rex
2009-03-27 14:08:51
Forum: General Editing (tools)
Topic: Blender thread
Replies: 6
Views: 13981

Re: Blender thread

http://www.fsdeveloper.com/forum/showthread.php?t=8298

Looks like someone has a workflow for that. :)
by T_Rex
2009-03-27 13:07:33
Forum: General Editing (tools)
Topic: Blender thread
Replies: 6
Views: 13981

Blender thread

Pursuant to SnakeMan's request :) here's a thread about Blender. http://www.blender.org/ It also has a portable/standalone version, and there are usually portable versions available here: http://portableapps.com/search/node/blender Blender is probably THE most popular free 3d modeling app available....
by T_Rex
2009-03-25 20:38:42
Forum: General Editing (tools)
Topic: Free tools
Replies: 4
Views: 13469

Re: Free tools

hehe

Yeah, let me work up a kind of overview for each one, then I'll post it.
by T_Rex
2009-03-25 20:18:04
Forum: General Editing (tools)
Topic: Free tools
Replies: 4
Views: 13469

Free tools

My dev suite, such as it is. :) Blender - 3d dev Gimp - image editing Notepad++ - text editing (has an ArmA plugin that has some neat features, including one that will build the private definition), and syntax hilighting for programming languages WinMerge - text (and binary, IIRC) comparison utility...
by T_Rex
2009-03-25 20:13:12
Forum: General Editing (tools)
Topic: Choosing a programming language
Replies: 8
Views: 15444

Re: Choosing a programming language

I think the understanding is more important at this point. I've actually invested in a C++ game development app, the LeadWerks engine. It is routinely updated, and is actually kinda a wrapper, so you can program in C# and the Blitz scripting language, I believe. http://www.leadwerks.com/ I have VERY...
by T_Rex
2009-03-25 19:09:08
Forum: General Editing (tools)
Topic: General Editing (tools) forum category created!
Replies: 2
Views: 15443

Re: General Editing (tools) forum category created!

Hey - I tried to go to the forum, but it said I didn't have access? :D
by T_Rex
2009-03-25 18:47:17
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Hey SM-

When you test this, if it looks like the pattern is extended in one axis or another (particularly perpendicular to the line of flight) let me know. I think I know what that problem might be.

:thumbs:
by T_Rex
2009-03-23 20:57:16
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Excellent. Next, I think it should be clear where to paste this at the bottom of the script, and give it a try. /* // Spread the bomblets into an arc randomly _ang = - 5 + random 10; if (_ang < 0) then { _ang = _ang + 360; }; if (_ang > 360) then { _ang = _ang - 360; }; _nvx = (_bvx * cos(_ang)) + (...
by T_Rex
2009-03-23 16:51:09
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Ok. Here's a quick and dirty attempt. First, I think part of the wide range is that the random for the distance was 200. That means an actual diameter of 400, since the bombs could be placed +/- 90 degrees from the "starting" point. :) But, that doesn't explain why it was elongated N/S or perpendicu...
by T_Rex
2009-03-23 15:59:28
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

First priority - area coverage. Sir, yes sir! :) Looking at those pics, yeah, that is a HUGE area. I'll take another look at the link between the random position and the vectors. This may also be "cheating" but I may take the vectors out completely. The cluster bombs explode so close to the ground t...
by T_Rex
2009-03-23 13:25:33
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

hehe Excellent. First suggestion is to move that bDir = getDir _plane up to the top with the initialization stuff. That'll take care of a what-if scenario that someone might notice. :) Second, are you happy with the "locked" number of bomblets at 50? Especially with the Vietnam era stuff, there was ...
by T_Rex
2009-03-23 12:16:22
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Any update? :) One thing I thought of over the weekend was that the _bDir = getDir _plane; Should really be up at the top where you initialize other variables. Otherwise, if the pilot turns off the bearing of the bombing run right away, the direction won't represent the angle of the bomb anymore.
by T_Rex
2009-03-20 20:06:24
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

hehe That'd be some hurt! What was that mine-laying bomb? :D Have an a/c that drops a bomb and based on the parameters, sets up a minefield! :) I think that'd be possible in ArmA. Easy to grab a dozen or so points within an area, set up small triggers - like a radius of 1 or 2. Or hell, maybe even j...
by T_Rex
2009-03-20 19:43:08
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

hehe Agreed (about the chewing part). :) Plus, to have a delay like that, you'd actually need to spawn individual scripts for each bomblet - which might rapidly get CPU intensive. What that delay is that I did there is an absolute delay on the iterations. First bomblet gets created, delay of up to ....
by T_Rex
2009-03-20 18:31:50
Forum: ArmA 2 General
Topic: Weaponry
Replies: 2
Views: 7243

Re: Weaponry

hehe

An announcement of an announcement, sorta. :D
by T_Rex
2009-03-20 18:26:47
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Yeah, I see what you're saying. Once you test this and get it working, we could probably work up a conditional, so that there's a minimum drop height of, say... 50m. Less than that, it doesn't drop, but displays a launch failure warning. (Oh, BTW, we could also probably script a random launch failur...
by T_Rex
2009-03-20 16:52:17
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

hehe Would be cool to getting them working in a more realistic way. I don't think it'll be too difficult. Give the 50 number a try and see if the performance is acceptable. You can always adjust that up until there's a performance hit (and work in a random element, too) and adjust the area, too. ;) ...
by T_Rex
2009-03-20 16:25:11
Forum: ArmA Editing
Topic: Cluster bomb script
Replies: 49
Views: 52978

Re: Cluster bomb script

Well, with a quick glance, I think the NE issue is because of this: // Position the bomblet _newposx = (_bpos select 0) + (5 * (_numbomblets / 12)); _newposy = (_bpos select 1) + (5 * (_numbomblets / 12)); The starting position is only going to be the original position + North and + East. I suggest ...
by T_Rex
2009-03-20 12:24:42
Forum: Vietnam: The Experience (ArmA)
Topic: Neverending development diary
Replies: 208
Views: 253129

Re: Neverending development diary

I'm really in a need for some good script (SQF) writing guy who could tweak the cluster bomb script to be more believable and CPU friendly. Do you want to post/email/pm what you have now? No promises about how good it might be, but I've been doing alot of stuff with random placement of stuff. Not s...
by T_Rex
2009-03-05 01:04:17
Forum: ArmA Missions
Topic: Ideas and storylines for Helicopter / Tank campaign
Replies: 11
Views: 19840

Re: Ideas and storylines for Helicopter / Tank campaign

I think the fundamental tension with tanks and helos as weapons platforms is that they both still fundamentally rely on the 3000 year old idea of infantry. :) Tanks have speed and armor, but sacrifice the ability to be aware of their surroundings. Helos have MORE speed and the advantage of height, b...
by T_Rex
2009-03-04 02:30:53
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

I think it may be tricky gameplay to kinda lead the player to the unit... I mean, there's likely to be 10-15 friendly units spread out all over the map. I think a hint when the player is in the same city zone as the unit/civ, and then maybe another when the player is within 100m, then another within...
by T_Rex
2009-03-03 20:51:09
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

Hey SM- How about something like this: Three weeks ago, United Sahrani Military intelligence units began getting reports of an imminent attack by regular and irregular units. The exact target and modes of attack were unknown. Yesterday, United Sahrani Military Police sent a message that they had inf...
by T_Rex
2009-03-02 17:05:17
Forum: Falcon 4 General
Topic: Fly-any-helicopter! (Jury-rigging a helo flight model)
Replies: 8
Views: 11916

Re: Fly-any-helicopter! (Jury-rigging a helo flight model)

If the question is, which to figure out first - FM or terrain? Do terrain.

It isn't necessarily "easier" but it is far more rewarding in a feedback sense.

IMHO.
by T_Rex
2009-03-02 14:39:17
Forum: Falcon 4 General
Topic: Fly-any-helicopter! (Jury-rigging a helo flight model)
Replies: 8
Views: 11916

Re: Fly-any-helicopter! (Jury-rigging a helo flight model)

Yeah, I looked at this years ago, and found the issues to be basically insurmountable. :) But, then I suck, so you could easily improve on my efforts. :D I had a Harrier model that could fly at 60kts and still be relatively stable, but it couldn't hover and had a turn radius the size of Seoul. :) G'...
by T_Rex
2009-03-02 14:22:57
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

Hmmm... I had actually toyed with the idea of attaching an "arrest" type trigger to a random civilian in one of the cities. Ah... or how about a Saving Private Ryan type deal? There's one soldier you need to find, in among all the fighting. But, with the breakdown of communications and battle, it is...
by T_Rex
2009-03-02 02:35:44
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

Great stuff. :) I did re-arrange my init and put a brief sleep to spread it around. Much better for me. There's more of a lag between when the troops spawn and it is reflected in the marker. Fog of war, I guess. ;) Regarding the red markers: - I built in a lag between updates, so even if you do kill...
by T_Rex
2009-03-01 20:43:08
Forum: ArmA Missions
Topic: Operation Random Fury - beta
Replies: 25
Views: 28867

Re: Operation Random Fury - beta

No no no - that's good. Any feedback is good feedback. :) On my machine, the start is pretty sluggish. I'm planning on eventually using a cutscene at the beginning that will maybe improve that. I do use a sleep command (or few), but could probably stand to organize them more strategically. I've not ...