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Author Topic: Takeoff time  (Read 609 times)

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silent_64

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Takeoff time
« on: 10 Jul 2003, 20:29:14 »
Like the DKM Havoc, I've got a chopper that needs to start up slow, but the problem is that in OFP you can takeoff with a chopper after around 18 sec. and that is way to fast... So is there a way i can deside how long it takes to start up the chopper, or how can you make the turbines start like on the DKM's Havoc?

Offline Artak

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Re:Takeoff time
« Reply #1 on: 10 Jul 2003, 21:28:38 »
Must be a build in feature in the Havoc.. never seen it though so I can't say.

Maybe you'd be able to create somekind of a script that simulates it  :-X
Not all is lost.

silent_64

  • Guest
Re:Takeoff time
« Reply #2 on: 10 Jul 2003, 22:49:53 »
Yes it is a script in the Havoc, but it animates a hole lot of stuff while it starts up, i don't need that i just need the chopper to start up a bit slower eg. A delay from when you press "Engine on" to the rotors start spining.

So yes you can create a script that simulates it but I have no knowed about that kind of scripting.
« Last Edit: 10 Jul 2003, 22:53:27 by silent_64 »

Offline Artak

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Re:Takeoff time
« Reply #3 on: 11 Jul 2003, 00:51:02 »
I just experimented with the ever lovely setvelocity  :D

#loop
~0.1
?(player == driver ah1): ah1 setvelocity [0,0,-1]
goto "loop"

It's certainly not pretty, but it gives somewhat the effect you're looking for. Here's how I tried it as an attachment. Board the chopper and give it all she's got scotty.

If that looks ok to you we can start thinking how to end the script  8)

* Artak stays back and waits for someone smarter think a better way to do it
Not all is lost.

silent_64

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Re:Takeoff time
« Reply #4 on: 11 Jul 2003, 01:00:26 »
Hmm... I don't see how it afects the whole start up procedue... Maybe I'm just over looking something

Offline Artak

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Re:Takeoff time
« Reply #5 on: 11 Jul 2003, 01:16:01 »
hehe no you're not. It doesn't make the rotor spin any slower to reach the maximum thrust. Only thing it does is that it prevents the chopper from taking off, no matter it the pilot pushes the 'upwards' button.

I'm just feeding peanuts to your brains, so that you might come up with something nicer than this  ;)
Not all is lost.

Kaliyuga

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Re:Takeoff time
« Reply #6 on: 11 Jul 2003, 03:44:12 »
 yeah.. Its a built in feature that makes it take oh say... five minutes to start that sucker up  :P  

seriously not that long.. but you can climb in... fire it up and go fix yourself a nice drink before take off.. no pausing of the game needed..

you could make a simple script that simulates the part of that you need by removing all the fuel from the bird.. as this is what they have done to make it take all afternoon to get those rotors spinnin  ;D

you could make a script that detected when the player got in the chopper.. and took all the fuel away... then waited however many minutes/seconds/days  you wanted to give you your fuel back so you can take off  ;D

silent_64

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Re:Takeoff time
« Reply #7 on: 11 Jul 2003, 09:48:20 »
you could make a simple script that simulates the part of that you need by removing all the fuel from the bird.. as this is what they have done to make it take all afternoon to get those rotors spinnin  ;D

you could make a script that detected when the player got in the chopper.. and took all the fuel away... then waited however many minutes/seconds/days  you wanted to give you your fuel back so you can take off  ;D

That's what we're looking for! But it would first need to take away the fuel on startup, so the engine start sound would be played.
« Last Edit: 11 Jul 2003, 12:02:33 by silent_64 »