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Author Topic: SimFlak! AA ambiance with no AI :D  (Read 9032 times)

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Sniper_Kyle

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Re:SimFlak! AA ambiance with no AI :D
« Reply #15 on: 04 Apr 2004, 16:22:25 »
Testing player fired flak at the moment.   Will you marry me? :o


Cheers,
   Sniper_Kyle ;D

Sniper_Kyle

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #16 on: 04 Apr 2004, 19:09:18 »
OK, just got done testing this wonderful script.  I love it...now just some suggestions:

1.  Make the flak more visible (for night time) by maybe adding a  drop effect on the flak shell125s when they blow up, besides the drop you already have (the black smoke).

2.  Make it more adjustable, make it so the user can easily edit parameters to adjust when the rounds go off in the sky, what type of round blows up as the flak, etc.

No more suggestions at the time, i love this script.  Thank you for making me happy  :)  .  (Now to make me more happy, make Soldner : Secret Wars come out earlier!  :P )

Grendel

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #17 on: 05 Apr 2004, 17:36:47 »
 ;D Glad you like the results so far!

Quote
Will you marry me?


LMFAO!! errmmm...thanks, but I'm spoken for.

1.  Now that the bulk of the ground work is done, I will be working on the cosmetics of the whole thing when I can.  I admit it is pretty simplified right now.

2.  I'm still  playing around with this...I reworked the bullet tracking script last night to see if I could make it more efficient.  Then I started playing around with modifying the script to make normal bullets "contact fuzed" which was actually pretty fun (scripted it so an AW-50 has enough punch to knock out an APC with one hit complete with "steel on steel" particle effects. (this will be something I'll add to my forthcoming Sniper/Spotter MOD for HardTargetInterdiction/anti-material capability ala Raufoss .50 cal multipurpose ammo )

After thinking about it a bit,  I'll probably go with an Action Menu interface to manually select fuze range (I wish Dialogs didn't pause the game :P).  If anyone has suggestions on this, I'm all ears.

As far as making Soldner come out sooner...I'll give it a shot:

Zim Zalla Bim Bam Ba, Zolla Doh Zolla Dem!!!...Und Keine Eier!


*poof* :o

With any luck it won't backfire and turn Soldner into Vaporware.

-Grendel

Sniper_Kyle

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Re:SimFlak! AA ambiance with no AI :D
« Reply #18 on: 05 Apr 2004, 19:41:13 »
Sweet, i cant wait for the next version and that enhanced sniper ammo thing!

Cheers,
    Sniper_Kyle ;D

Offline General Barron

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Re:SimFlak! AA ambiance with no AI :D
« Reply #19 on: 05 Apr 2004, 20:43:03 »
Dialogs don't pause the game; unless you use 'setAccTime 0'
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline Wadmann

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Re:SimFlak! AA ambiance with no AI :D
« Reply #20 on: 05 Apr 2004, 21:43:51 »
Hello Grendel!

         I checked out your script over the weekend and really enjoyed it! :thumbsup: As my scripting knowledge is quite limited, I struggled to get the tracers to look correct coming from VIT's ZSU 23. I finally got it looking o.k. but it seems that sometimes the tracers fly south while the unit looks north. ??? I think that I was able to modify it so that when the gunner is dead the gun stops firing, but I will not be able to test this until later. I added a line that looks something like "?(!alive gunr)goto:done" at the start of the script. Will this work? I can deal with that for the time being but the only real issue that I had with your script was the fact that when you put the AA unit in a city, the tracers go through the buildings as they travel towards the target!  :-\ I can only imagine how tough it would be to have the script check for nearest object to insure that it does not fly through the object but if you could do this it would really improve your already great script! Keep up the great work!

                                                                                 Wadmann
Check out my Camouflage Collection! New items added 31 July 2005.

Grendel

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #21 on: 05 Apr 2004, 23:54:24 »
Hey Wadmann,

Quote
"?(!alive gunr)goto:done"
This is close, you just need to move the "!" and ":" and add some quotes like so:

Code: [Select]
?!(alive gunr):goto "done"or just
Code: [Select]
?!(alive gunr):exit
Also, to make sure the script checks if the gunner is dead before every shot, you need to put it inside the loop, not just at the beginning.

 :D HA! I didn't think about the particles going through buildings and such!  I suppose it would be easier (and maybe more realistic) to setpos the AAA on top of buildings in a city...damn, I guess this limits the usability of the drop based "tracers" quite a bit.

I was messing around and stuck an AI unit into the ZSU-23m with the fireable Flak, and it works pretty well.  If the tracers were more visible, it would look a lot better I guess.  Anyone know how to modify tracer color/intensity? Is it a Config.cpp thing (never had time to mess with addon making yet).

-Grendel

Offline General Barron

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Re:SimFlak! AA ambiance with no AI :D
« Reply #22 on: 06 Apr 2004, 02:28:50 »
Tracer color is very easy to change in the cpp. Basically, every bullet type has a tracer color property, which is in RGBA format. With high RGB and especially Alpha values, they can get very visible.

Oh yeah, remembered something bout yer script. I've seen it too where the "firing" unit doesn't yet see the air unit, and so it will be aiming south while the plane is north. To fix this, you should throw in some "reveal" and "dowatch" commands, if you haven't already. Especially at night, it could take a while for the guns to see the aircraft.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Grendel

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Re:SimFlak! AA ambiance with no AI :D
« Reply #23 on: 06 Apr 2004, 07:56:16 »
 :D Thats what I'm talkin bout! Keep those suggestions rolling!

The 'new' version actually will probably use the actual AI along with some scripting to make them less lethal (the AI tears the arse out of air units too quick!).  I want to make AI AAA lethal, but not absurdly so.

The new version will try to make easily copied/pasted yet independent AAA clusters capable of target management/assesment and hand off.  I see some "take out the AAA before the Air Assault" missions coming for my new MOD...

I guess the drop based particles could still be used to some extent.  I was thinking of using those exclusively for small arms fire (with a lot smaller diameter of course)

-Grendel

Sniper_Kyle

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Re:SimFlak! AA ambiance with no AI :D
« Reply #24 on: 06 Apr 2004, 14:41:05 »
Hey every1 wassup?

@Gen Barren-I have had the wargames mod and I have never noticed any air-bursting flak cannons  ???

@grendel-Keep workin ur magic, I cant wait for this thing to work so smoothly.  (Thinks to self about how he could make money off of this grendel character) lol jk  :P


Cheers,
    Sniper_Kyle ;D

Grendel

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #25 on: 06 Apr 2004, 17:19:19 »
Howdy folks!

I downloaded the Wargames 4.0 MOD last night and played with it a bit.  The Vulcan ammo does "airburst" if you fire it high enough (and zoom in to see it). I don't think as much specific effort was put into it their AAA as I'm putting into SimFlak, but then thats  what I do best: Highly specialized and focused script based MODs (if you can call them MODs...mini-MODs?). Anyway, work continues...

-Grendel

Sniper_Kyle

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #26 on: 06 Apr 2004, 18:00:50 »
Keep us up-to-date man, I cant wait for the next version....BTW, I have this little mini-movie about the Soldner Demo!  You gotta see it, because it is so stupid, now click! http://mm.dfilm.com/mm2s/mm_route.php?id=1730750

Also I edited a Blues News banner to reflect my anger....right here...http://www.freewebs.com/sniper_kyle/soldnerad.JPG


Ok I cant wait for your new version!

MrZig

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Re:SimFlak! AA ambiance with no AI :D
« Reply #27 on: 06 Apr 2004, 19:19:05 »
Can you camcreate/createvehicle the stuff inside the script please? I don't want to have to copy paste already made objects into my map, then its very limited, you can make it very effecient, 1 script by camcreating stuff AND execing it like [vulcan,su25] exec "Tracer.sqs"

please.

Grendel

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #28 on: 06 Apr 2004, 23:15:42 »
Quote
Can you camcreate/createvehicle the stuff inside the script please

Sure, I guess...It just seems like more work if you want to change the unit types that way.  Instead of clicking in-editor, and using the dialog menus to select the unit you want, you would have to go in and manually type the object names and coordinates etc.  

This is going to be a very adaptable end product. Ideally, in the final version you will only have to edit the init.sqs to reflect the unit names you want to be aaa, small arms, or radar.

Heres how it will prrobably end up:

each radar will be the "core" of each cluster.  They will each independently scan for targets within their search radius.  The units in the radar's group will be the aaa/small arms nodes.  Each radar will communicate with it's nodes and prioritize/assign targets.  If you take out the radar, the Flak will lose the ability to accurately adjust for range, greatly reducing it's effectiveness, and the flak gunners will be stuck using AI (confused by invisible targets.  

So you could place a unit where you wanted, name them "r1","r2" or whatever, name the Flak vehicles "f1","f2",etc.  Then in the init.sqs, you just plug the radar into the proper arrays (radararray=[r1,r2,r3]), each radar will exec it's own scan.sqs, and will assign targets to units in their group array (_flaklist=units group _r) where _r is passed with the scan.sqs exec array.

Oh, and you don't really need to name each target.  As of the last version, it uses an uber-trigger to ID all of the air units and put them into an array.  If your mission camcreates air units after the init runs, you could easily move them into the target array with some easy scripting.

Hope that made sense...

-Grendel

« Last Edit: 06 Apr 2004, 23:31:10 by Grendel »

MrZig

  • Guest
Re:SimFlak! AA ambiance with no AI :D
« Reply #29 on: 07 Apr 2004, 00:16:05 »
Well can you have it so they can fire aimlessly at the air? Just like a real airborne/flak moment?

EG the footage from Iraq in desert storm, that would be awesome.

oh and if you have a target too far (did this in first ver at least) the dropped commands would go underground ect, it wouldnt work right