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Author Topic: solution to making big multigun ships  (Read 2774 times)

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HuNtEr-exz

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solution to making big multigun ships
« on: 20 Oct 2002, 10:33:11 »
ok i kno wits  abit cheasey but if you got a better idea plz explain, ok now what you do is you make the ship right and then u add the gun right as normal BUT you are only adding the guns to see where they fit... then what you do is copy and paste the gun under a new addon but make sure its in the original position... its hard to explain ill show you with a (crappy) model

o = gun
x= center of model


 /\
|O|               O                  
|  |
|X|               X     X
|  |
|O|                     O


now what it means is you keep the gun where it was in the originalpositiong of the ship but then when u make the new model for the gun you make sure its not in the middle of the screen but where it was going to be on the ship, you can do this as many times as you want, then what you do is to keep it on the ship you use the setpos and setdir commands... simple and works its the same as the jeep with m2 on it using the setpos command but substitute teh gun with a turret

Offline benreeper

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Re:solution to making big multigun ships
« Reply #1 on: 23 Oct 2002, 03:52:30 »
Yes.  I was wondering why BIS never made a vehicle out of 2 or more vehicles and had them move together.  It can be done in scripting so why not in the engine.

BIS

PunkerSXDX

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Re:solution to making big multigun ships
« Reply #2 on: 23 Oct 2002, 06:13:16 »
You could use something of that nature for fireing small arms from Choppers!  :D

HuNtEr-exz

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Re:solution to making big multigun ships
« Reply #3 on: 23 Oct 2002, 08:58:25 »
yeah its the same concept as the chopper with gnner i did that before but with this one it will be much more simpiler cause the gun will be where you want it to be u just need a script to keep it there... o btw this means the ship wil be moveable... only slowly

Ferret Fangs

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Re:solution to making big multigun ships
« Reply #4 on: 23 Oct 2002, 20:04:27 »
Does this mean that a AC-130U gunship with full side-firing armament is now a more feasable option? How fast can a group of platforms set up in this way move? The Spooky is not a fast plane by any means, unless you compare it to a ultralight... but can it at least be able to loiter, at say, 150kts?

HuNtEr-exz

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Re:solution to making big multigun ships
« Reply #5 on: 25 Oct 2002, 12:10:32 »
yep thats something which may work.... the only problem is with the ac130 the cannon would look funn cause if the cannon model goes through the ac the ac will only go about 20 kmph so...

Offline Nixer6

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Re:solution to making big multigun ships
« Reply #6 on: 10 Dec 2002, 02:39:03 »
Is it possible to make a C-130 Vietnam era Gunship. They mostly just had 20mm and 7.62 miniguns...side firing (left) only though.

Would be Neat.....
Why do I have to be a Rocket Scientist to make a good mission?

Offline Noon416

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Re:solution to making big multigun ships
« Reply #7 on: 10 Dec 2002, 06:15:48 »
The other option is to make the aircraft model (complete with non-functional weapon muzzles), and simulate the firing of the guns with scripting.

As a basic (but impressive from the ground ;)) example, I made a firepower script a while back for the AC-130U, which is available at my website.

So all you would need to do is build a flying AC-130U model, and build on a script like mine which already provides:
- constant target detection and selection over a period of time (within a trigger-defined area)
- discrimination of target type for weapon used
- cyclic engagement of targets until all in the area are destroyed

Then all you need do is add into the script a function for producing the firing noises from the aircraft's position as it moves and it would be perfect ... well, maybe if the script wasn't based on using a pre-defined trigger for its target detection area. :beat:

And at the distance the AC-130U normally fires from (and would do so in the game), the muzzle flashes would not be drawn in OFP anyway, so weapons modelled onto the aircraft would not have to be functional in respect of actually firing the shells either.

Also, the accuracy of the shelling from an aircraft model that has fixed weapons built on or scripted into position is going to be nasty (to put it bluntly) unless the weapons are AI controlled like the helicopter gunships where they have the ability to  accurately lead a target.

So in my humble opinion, in the case of this particular type of addon and given the limitations in place for OFP vehicles and multiple mounted weapons, I think simulation with scripting would do a better job than the real thing.
:cheers:
"If a man talks in the woods and no woman hears him, is he still wrong?"

Offline Gogs

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Re:solution to making big multigun ships
« Reply #8 on: 13 Dec 2002, 01:32:25 »
Would this therotically allow tank commander MG's?

FW200

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Re:solution to making big multigun ships
« Reply #9 on: 14 Dec 2002, 16:30:29 »
Well using eventhandlers you could make something like it.. but the commander wouldnt be classed in the same vehicle so he hasn't got control.. :)

Offline Vera_Krieg

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Re:solution to making big multigun ships
« Reply #10 on: 15 Dec 2002, 02:49:36 »
wouldn't he be if you classified him as a unit leader
Trained to Fight, Trained To Kill, Ready to Die, but Never Will.  Marines Make the Blood Flow, Blood Makes the Grass Grow...

HuNtEr-exz

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Re:solution to making big multigun ships
« Reply #11 on: 15 Dec 2002, 04:17:13 »
wait scrap the ac-130 cause it would move at such a slow speed it couldent take off

Ferret Fangs

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Re:solution to making big multigun ships
« Reply #12 on: 15 Dec 2002, 04:49:56 »
Noon416: I believe that the method of two or more models working together as one would be better for large ships. your method is fine for simulating an AC-130U already orbiting over the target area, but I've had trouble getting scripts into my missions, as I'm a total NooB at scripting. Other NooB's would face the same problem.

Gogs: This has been done already with the Pauk class Fast Attack Boat. There is a script that allows a seperate turret model to travel with the ship model, as one. They can engage seperate targets of course. This could be done the same way with a tank commander's MG or cuppola. The tank would have to be made with the gunner and driver only, the MG would be made the tanks commander if present in the mission, so it should be made to function as the tank commander's sight as well. A great idea mate.

HuNtEr-exz: Take off speed isn't a problem because it wouln't really ever need to. Just write the mission with the Spectre already in flight. It could fly high enough to where it would hardly be seen, anyway. You only need to hear it, and be able to see the streams of tracer fire, and of course watch the world come apart on the ground. This is definately do-able people.

HuNtEr-exz

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Re:solution to making big multigun ships
« Reply #13 on: 15 Dec 2002, 06:15:58 »
HuNtEr-exz: Take off speed isn't a problem because it wouln't really ever need to. Just write the mission with the Spectre already in flight. It could fly high enough to where it would hardly be seen, anyway. You only need to hear it, and be able to see the streams of tracer fire, and of course watch the world come apart on the ground. This is definately do-able people.

i when u clip 2 models togeather it reduces their max speed to something like 30 k which means the plane would fall ouf of the sky

PsyWarrior

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Re:solution to making big multigun ships
« Reply #14 on: 23 Dec 2002, 17:51:04 »
This would not work as you say:
ship shown below (O=gun, X=center)
 _
|O|
|  |
|X|
|  |
|O|
---
now if the ship moves:

           O

-----------------
           X
-----------------


           O
the guns remain in the same X/Y positions. I have seen this - I tried to make a chopper stay on the back of an LSD.

Also, if you setdir the turrets you have this problem (O = turret, | = gun on turret, X = target ^ = direction of turret)

 ^           X
| |
 O
your gun will be stuck facing the same direction as the boat and will not be able to rotate.

There is an equasion thing that can be used to work out the pos relative to the direction of the boat, but I can't remember it now. Bear with me and i'll go and find it.

It IS possible to create multi gun ships  :D by making several addons and 'sticking' the guns on the ship, but not by using conventional setpos  :P

I'll return with the calculation type thing  ::)

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PsyWarrior
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