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Author Topic: Steam from breath conversion  (Read 11474 times)

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Offline Pilot

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Re:Steam from breath conversion
« Reply #15 on: 13 Dec 2005, 02:29:06 »
Won't work, primaryweapon returns the weapon as a string, and getpos requires an object. :-\

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Offline Triggerhappy

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Re:Steam from breath conversion
« Reply #16 on: 16 Dec 2005, 04:40:14 »
oh yeah *slaps forehead* :P

edit: or maybe it will work...

untested, but may work:

Code: [Select]
;ranges for height of the gun when standing and crouching  (lowest point, so prone not needed) *these are not the correct values, only estimates*
_s = 1
_c = .4

_gun = nearestobject [player,(primaryweapon player)]

#loop
?(getpos _gun select 2) < _c:goto "prone"
?(getpos _gun select 2) < _s:goto "crouch"
;if neither default to standing

;make the cold breath stuff for standing
~3
goto "loop"
#crouch
;same thing except for crouch

#prone
;and again

yes? no? worth a try at least?
« Last Edit: 16 Dec 2005, 04:51:17 by Triggerhappy »

Offline Triggerhappy

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Re:Steam from breath conversion
« Reply #17 on: 16 Dec 2005, 23:43:26 »
thats a no, just tried it and it always returns 0

Offline h-

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Re:Steam from breath conversion
« Reply #18 on: 22 Dec 2005, 21:41:01 »
and you say that if he "constantly fires a weapon" from his head or something, we could see a flash? i was thinking, silenced weapons dont have any muzzle flash.
Ach, long time no see in this thread.. ::)

What I mean is the light flash that is visible always when you fire a weapon (even the silenced ones)...


And yes, like some of you have 'proved' you can not detect the weapons, I don't think you can even detect a weapon that has been put down on the ground..
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Offline The-Architect

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Re:Steam from breath conversion
« Reply #19 on: 30 Dec 2005, 05:53:14 »
There must be some way of doing it. We are supposedly the great mind of the Flashpoint community, we must be able to fugure it out.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Triggerhappy

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Re:Steam from breath conversion
« Reply #20 on: 31 Dec 2005, 09:35:04 »
aside from camcreating bullets at different heights to see if they hit... i've got nothing

Offline penguinman

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Re:Steam from breath conversion
« Reply #21 on: 10 Jan 2006, 04:01:24 »
Well, if its a player cant you just detect how many times he has hit the z key?

cant you use the buttonsetaction  comand and have it run a script that counts how many times it is pressed, so like, 0 times unit is up, 1 time the unit is down, 2 times he is up, 3 down, 4 up so on.

as for AI i dont know

Offline Planck

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Re:Steam from breath conversion
« Reply #22 on: 10 Jan 2006, 13:49:04 »
Hmmm......buttonSetAction is for dialog buttons and active texts.

It doesn't refer to the keyboard.....I hope.    ;D


Planck
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Offline dmakatra

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Re:Steam from breath conversion
« Reply #23 on: 10 Jan 2006, 16:35:54 »
I did some experimenting with this a couple of months back, and found out that it is very possible to detect the unit's stance. I'll just go make a small script and submit it to the ed depot. Just gonna get myself something to eat first. ;D
« Last Edit: 10 Jan 2006, 16:36:05 by dmakatra »

Offline Planck

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Re:Steam from breath conversion
« Reply #24 on: 10 Jan 2006, 16:38:36 »
StanceDetect.sqs  ........  version 1.0????

btw.....I'll have a cheese and pickle sandwich.   8)


Planck
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Offline The-Architect

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Re:Steam from breath conversion
« Reply #25 on: 10 Jan 2006, 17:42:03 »
Cool.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline penguinman

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Re:Steam from breath conversion
« Reply #26 on: 11 Jan 2006, 01:34:39 »



now about AI,

When a unit is lying down, it gives his position as somewhere in his stomach area right? as opposed to right where his feet are when he is standing.( humans are taller then they are wide, unless lyin down) this prevents his position from changing, as he goes from lying to standing.

If I am wrong then you have found the awnser::
If a units position changes when he goes from standing to lying, then just do a little test. place a unit, make sure he cant move, and just getpos him standing and hint format it and then do it again while he is lying down, and then find the distance between the 2 points, and in a script wait until a unit changes position, if he does, measure how much. you will be looking for the exact same value as in the little test. if they are equal, you will know he has changed stance.


BUT!!
 if I was right, and it does change to the position in his stomach, it may be harder. I will think about it a little more.

thanks

Offline Triggerhappy

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Re:Steam from breath conversion
« Reply #27 on: 11 Jan 2006, 01:49:30 »
won't work (and i'm sure many have tried the same thing you're talking about)
the position is the same

Offline penguinman

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Re:Steam from breath conversion
« Reply #28 on: 11 Jan 2006, 07:32:14 »
ok, I thought it would be like that. Im sure theres a way to do it using the fact that a unit is longer on the ground then when he is standing, maby just create a smoke 1/2 a meter in front of a unit and 1/5 a meter off the ground maby. it may be easier that trying to do one above him.

Offline The-Architect

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Re:Steam from breath conversion
« Reply #29 on: 11 Jan 2006, 17:52:59 »
What about Armsty's solution? When we get to hear it of course.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."