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Author Topic: More Q's from GrimMonkey  (Read 753 times)

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GrimMonkey

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More Q's from GrimMonkey
« on: 28 Oct 2003, 05:15:42 »
It is I, GrimMonkey!

Anyway, how would one set a unit so that it has a constant rate of fire? Just shooting a target and reloading as needed.

And, how could I get a picture into JPEG format? I use Adobe since I'm sure what else to use, less I have the appropiate application. Using: Alt-PrintScreen technique.

I seemed to have forgotten the other question. Oy, I sould really write them down :). Well, I'll just remember in the middle of Science class tommorow anyway ;).


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Komuna

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Re:More Q's from GrimMonkey
« Reply #1 on: 28 Oct 2003, 15:20:08 »
You have Adobe what? Photoshop? Illustrator? Acrobat Reader? Premiere? InMotion?
EhEh!Next time be more precise. Photoshop is the best tool for image editing, including the best JPEG format converter. All you must do is "PrintScreen" - don't need the "Alt" - and then open the app, create a new picture project (File--->New) - notice it will have the copied/catched image settings - and then paste.
Very simple. Then you must make its properties compatible with OFP - can't remember them now - or just convert it into .paa/.pac with TexView.

Now, about the constant rate of fire.
I believe there's nothing you can do about it through OFP's scripting methods... the AI rate of fire is configured at the config.cpp of each addon (or the main configuration file - \BIN folder). Therefore, the solution would be reconfiguring the weapon's settings in a new addon.
« Last Edit: 28 Oct 2003, 15:21:17 by Komuna »

Offline ACF

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Re:More Q's from GrimMonkey
« Reply #2 on: 28 Oct 2003, 18:31:28 »
Good news & bad news . . .

Good news - there i a solution using an addon - a Civilian-sided invisible (or not very visible) indestructible target.  I did (emphasised) cobble one up one based on a ranging-pole model (podpornik.p3d?? - memory fades).  If a unit was ordered to DoFire at it, the unit would keep banging away quite happily.  The actual rate of fire was roughly dependent on the skill of the unit.

Bad news:  well, it is an addon so needs to go with your mission.  More critically, I'd have to find it!  I can have a look at the weekend.  In the meantime, it might be worth a look in the addon depot or forum to see if something like it exists or could be knocked up.  destrType=DestructNo was the key - and the pinnacle of my modding experience!

If you think that solutionis viable, prod me with a post to look for it.

GrimMonkey

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Re:More Q's from GrimMonkey
« Reply #3 on: 29 Oct 2003, 00:55:26 »
That's all well and good but I am sure that it could be done through scripting. What I meant to ask is there a command that will make the unit fire at a target nonstop, well, maybe a short pause. I have tried DoTarget and DoFire; unless there is some special method of use for these.

I'm trying to cut down on addons, my computer is overloaded with them

@Komuna
Adobe Photoshop 5.5 or Adobe ImageReady 2.0 if needed ;)
Also, I don't think just PrintScreen will work :-\, for me anyway

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Torak

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Re:More Q's from GrimMonkey
« Reply #4 on: 29 Oct 2003, 01:02:26 »
Might I just add that Paint Shop Pro 7 (or 8, if you're feeling adventurous) is by far the best bet. It's cheaper than Photoshop, does everything Photoshop does, and is far prettier and easier to use. It also fully supports Photoshop plugins. Oh, and you can "Paste As New Image" - just hit CTRL+V and you've got a perfectly sized new image.

This is going to turn into one of those "My graphics programme's better than yours" threads, isn't it? I can see it coming....

Just as well nobody started expounding the virtues of the Macintosh, or I'd really be off... ;D

Komuna

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Re:More Q's from GrimMonkey
« Reply #5 on: 29 Oct 2003, 10:41:26 »
Might I just add that Paint Shop Pro 7 (or 8, if you're feeling adventurous) is by far the best bet.

[...]

This is going to turn into one of those "My graphics programme's better than yours" threads, isn't it? I can see it coming....

MINE IS BETTER! MINE IS BETTER!!!

*cough*, *cough*, Just kiding. [I know PaintShopPro, but can't find a crack... ;D :-X  -  Does it have a paths tool? Ok, it's off topic, I know]


About the constant rate of fire.
Indeed, the invisible target does compel the unit to fire constantly. But it won't target anyother units unless the invisible one gets killed (which is impossible with the available addons; besides, if it is destructible, then the AI shooter won't take too much to eliminate it; therefore, bye bye constant rate of fire) :(. Or maybe if you change its 'cost'.


But why would you wan't the AI unit to fire over an inv. target? Is it for a cut scene?
Or do you wan't to create a 'inbattle' usable script?
Such as a base-of-fire simulator.

If you need the first one, then there's no other choise than using an addon (I think! Look that some BAS missions have choppers firing constantly, and I don't know if it's over a inv. target or if it's just a script...)

If you need the second, then it gets really complicated. Base-Of-Fire is something we've been expecting for in a script... I don't tell you that it is impossible, but, in my opinion, it would still involve an addon.

For example, if you want a BOF, you need a high dispersion mgn (look at JAM addons). Then designate a target to the mgunner. It will fire constantly, but it will miss the target often... which means that it will take some time to hit it. So, as the real BOF consists on shooting constantly over areas with high probability of enemy presence or hard detected enemy presence, this simulation would fulfil such need, mainly if you use the invisible target addon as a virtual target area.

But details will come after your answer...

GrimMonkey

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Re:More Q's from GrimMonkey
« Reply #6 on: 30 Oct 2003, 03:08:48 »
But why would you wan't the AI unit to fire over an inv. target? Is it for a cut scene?
Or do you wan't to create a 'inbattle' usable script?
The first actually, but the second would be good too.

I figured out a way to do it using a script, but it is complicated. Does anyone know how to make a unit only be aware of one other unit?

I'm still sure there is another way...


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Komuna

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Re:More Q's from GrimMonkey
« Reply #7 on: 30 Oct 2003, 13:01:03 »
No. You can't make a unit be aware of another one if there are other around!

There are other commands that might help you:

_watcher doWatch _watched  -  forces a unit to watch another unit or position. But it will still disobey that command and target other units.

_unit doTarget _target -  force a unit to target another. Will fire if it's enemy.

_unit doFire _target  -  Same as doTarget, but the unit will fire, regardless of the target's side.

_unit reveal _target  -  Good in association with doTarget/Fire. reveals the exact position of the target.

_unit disableAi "AUTO TARGET"
_unit disableAI "TARGET"  -  I've never used this ones - didn't have such need  -  but I know they'll restrain the unit from targeting. Now, these commands should help you to make a unit target (using doTarget) the pretended target without 'disobeying'.


U surely know these commands, but I'm reminding them as their association can solve your problem.

GrimMonkey

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Re:More Q's from GrimMonkey
« Reply #8 on: 31 Oct 2003, 05:26:49 »
Thanks, I will try it out.

I remembered the question I forgot, and another one!

1. I just started a new mission where you are inserted via Blackhawk and I am trying to get the Blackhawk to hover for a few seconds. Many problems arose; When I put enemies in, the Blackhawk disappeared until I found it a half-mile away, the Blackhawk kept getting stuck and moved wherever the closest ally is (at beginning of mission), wouldn't stay still and it kept fussing and flying away.

I need it to eject a few units not far from the ground and stay for a few seconds and then fly off.

2. Good tank/burning script where once a tank is destroyed, it will produce flames and a ton of smoke billowing from the wreckge. I KNOW there are ones in the Editor Depot but I downloaded so many, I forgot which is which.
Requirments: Can NOT be an addon (trying to cut down), can NOT be complicated (EH's fine, but NO field of triggers and what not)

Much appreciated


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Offline macguba

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Re:More Q's from GrimMonkey
« Reply #9 on: 31 Oct 2003, 13:47:18 »
1.  Try giving it an extra waypoint with values in the countdown/timeout field

2.   The Enhanced configuration project (ECP) includes such a script along with other cool stuff.     I know it hasn't been released yet, but my understanding is that it's not far away.
Plenty of reviewed ArmA missions for you to play

GrimMonkey

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Re:More Q's from GrimMonkey
« Reply #10 on: 02 Nov 2003, 00:06:32 »
Thanks Maccy, or Macca, or whatever your nickname is ;),

Turns out PrintScreen does work, I just never tried it...


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