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Offline Capt Ryan

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flak tracers
« on: 22 Feb 2004, 14:21:50 »


I need a sharp brain to help out on doing a script simulating AA MG fire going up in the air . Yellow and loosing speed going up in a curve ( not jst straight)
if someone knows how it will be a big help -

Ryan
 
Capt Ryans WWII Adventures -  http://www.ofpww2.dk

HuNtA

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Re:flak tracers
« Reply #1 on: 23 Feb 2004, 18:54:14 »
hmm, well, U could camcreate bullets and setVelocity them, but it would be easier to make a reconfigged machinegun with lower velocity bullets

Offline icarus_uk

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Re:flak tracers
« Reply #2 on: 23 Feb 2004, 19:00:52 »
Drop works well.

A stream of tracers into the air.  It would posibly look ugly up close though.
« Last Edit: 23 Feb 2004, 19:01:12 by [icarus_uk] »

Offline Canukausiuka

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Re:flak tracers
« Reply #3 on: 23 Feb 2004, 22:16:59 »
I wrote some flak scripts that camCreated the bullets.  It worked, but it never looked quite right.  I can send you the scripts if you want, but it was kind of mission specific.
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Offline Sui

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Re:flak tracers
« Reply #4 on: 24 Feb 2004, 10:41:48 »
Try createvehicl'ing "Cannon30HE" and setvelocity'ing them in a generally upwards direction.

They are the rounds the Bradley/BMP2 fire, and are plainly visible. I suggest making them move at about 200 m/s, but play around until you get the sort of 'trace fire trail' you're happy with... ;)

Migebuff

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Re:flak tracers
« Reply #5 on: 20 Mar 2004, 18:25:24 »
I made a flak script a few months ago, you can use it if you want:

----------init.sqs----------
[gamelogic1] exec "flak.sqs"
[gamelogic2] exec "flak.sqs"
[gamelogic3] exec "flak.sqs"

----------flak.sqs----------
_verz = 0.2
_obj = _this select 0
_pos = getpos _obj
_pos set [2, 1]
_pos2 = [(_pos select 0) + 1, _pos select 1, 1]

#start
_xdir = - 1400 + random 2800
_ydir = - 1400 + random 2800
_i = 0
_c = 50 + random 100

#schuss
? _i >= _c: goto "weiter"
_t = "bullet30e" camcreate _pos
_t2 = "bullet30e" camcreate _pos2
_t setvelocity [_xdir + random 10,_ydir + random 10,1500]
_t2 setvelocity [_xdir + random 10,_ydir + random 10,1500]
_i = _i + 1
~_verz + random 1
goto "schuss"

#weiter
~ 20 + random 60
goto "start"


Maybe its not exactly what you are looking for, give it a try and see.
« Last Edit: 20 Mar 2004, 18:27:18 by Migebuff »

Grendel

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Re:flak tracers
« Reply #6 on: 22 Mar 2004, 07:11:02 »
Here you go Capt Ryan,

I think I know what you were wanting.  Heres a demo mission that I did for you that simulates the effect of AA tracers very well.  It sounded like you wanted the look but not the damage (for cutscenes or ambiance I assume) It uses drop created particles (and some smoke and mirrors) to do the whole thing.  The "tracers" drop due to gravity, and the "gunners" even try to compensate for range, altitude, and speed of the aircraft.  It also has a natural looking dispersion to it, and there are natural pauses in the firing.  It is sort of reminiscent of the news footage of a certain Iraqi city trying to defend itself  ;)  It can also be improved, so let me know if you need it tweaked.  I love challenges like this, and I think this one will be submitted to the Ed Depot as soon as I get some input. Enjoy...

-Grendel
« Last Edit: 22 Mar 2004, 07:11:57 by Grendel »

Offline Capt Ryan

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Re:flak tracers
« Reply #7 on: 23 Mar 2004, 23:47:31 »

Thanx for the efforts i am of to try it out right away -

I am a bit very buzzy at this time sorry about the delay of a reply ;o)

Ryan


Capt Ryans WWII Adventures -  http://www.ofpww2.dk

DBR_ONIX

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Re:flak tracers
« Reply #8 on: 07 Apr 2004, 19:33:19 »
I had a look at that.. It looks pretty nice!
- Ben

Offline Capt Ryan

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Re:flak tracers
« Reply #9 on: 07 Apr 2004, 20:12:05 »

Its very well done and works perfect. Thanx a lot ;o)

If i may suggest a few changes

The fire rate , might wanna add some breaks in the fire as the continuing fire will cause the barrels to overheat and also  a break at aproxx 1 min when the gun has to be reloaded . I cant remmber the amount of bullits in the magazines and they may varriate from gun to gun. So how long the fire continues before reloading is a model question i use the Wirbelwind a mounted AA gun on a tank. As i use it in a mission and not i a cutscene i also changed a few other things to make it WW2 realistic.

Thanx for the efforts and help - with a littel luck ill release the mission June 6   ;o)

Ryan

Capt Ryans WWII Adventures -  http://www.ofpww2.dk

Grendel

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Re:flak tracers
« Reply #10 on: 07 Apr 2004, 23:48:28 »
Hey, glad you had a chance to check it out!

If you look on the SimFlak thread I started over in the scripting beta testing, you will see that this project spawned a wole new beast.   :)
OFP now has true airbursting firable Flak (it works with any unit so it will work for your wirblewind too) Right now SimFlak uses scripted "radar" to time airbursts, but I can easily tailor it to be manually adjusted.

I can definitely change the original FlakTracer script to factor in breaks in fire to prevent overheating, as well as ammo reload/total ammo count scripts.

-Grendel