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Author Topic: feet wet pilots  (Read 8328 times)

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sa8gecko

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Re:feet wet pilots
« Reply #60 on: 24 Feb 2004, 13:32:35 »
Quote
@sa8gecko - The distance check will not work. A hint format check of the distance between unit and the target reveals some strange results:

hint format ["Distance from target: %1. Target: %2. Player: %3." _targ distance _unit, _targ, _unit]

result: "Distance from target: 1.9886468[approx]. Target: WEST: Echo Black 2 (PsyWarrior). Player: WEST: Echo Black 2 (PsyWarrior)."

So, clearly, _targ and _unit are the same, despite the fact that the filters should have prevented this. Yet, they are about 1.9 (variable) m away.
probably because it is vehicle (player) to be checked, and not the
player itself. Otherwise it's not understandable, lest it has
something to do with the player being in water. Try on firm ground.

PsyWarrior

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Re:feet wet pilots
« Reply #61 on: 24 Feb 2004, 13:46:46 »
Have tried with player, _unit, vehicle player and vehicle _unit, all with the same effect.

I'm not on a PC with OFP at the moment, but when I get home I will do some more testing.

-PsyW

Offline Colonel_Klink

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Re:feet wet pilots
« Reply #62 on: 25 Feb 2004, 02:01:59 »
The Zodiac launch and the 2 extra life rafts (in containers on the focsile ???  are now both deployable and retrievable by the player at the helm of the police launch. Working on a method now that will enable a pilot in a lifejacket to swim to a life raft and wait to be picked up. I can see this being useful for WW2 scenarios rescuing downed pilots over the Atlantic, as well as others.
Here's some screenies of the launch and zodiac:


« Last Edit: 25 Feb 2004, 02:04:11 by Colonel_Klink »
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Offline Messiah

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Re:feet wet pilots
« Reply #63 on: 25 Feb 2004, 06:50:04 »
veeeeeeeeeeeeeery nice work klinkers
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sa8gecko

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Re:feet wet pilots
« Reply #64 on: 25 Feb 2004, 07:55:27 »
It's impressing what you have done, Colonel_Klink.
You can force the pilot to go to the raft position with the "domove"
command (if your lifejacket permits movement in water) and then when the downed pilot is near (pilot distance raft < ...) put him in it directlty.
If the lifejacket doesn't permit movement you could use a simple
setvelocity command in the direction of the raft. You must use some
trigonometry and vector algebra, but nothing too difficult.

Offline Colonel_Klink

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Re:feet wet pilots
« Reply #65 on: 25 Feb 2004, 10:57:19 »
@sa8gecko
The life ring/life vest/ row boat can all move... slowly. Onl;y problem is at the moment I'm using the boat class which leaves a foam trail. I have experimented with the car class, but the ai vehicles seem to appear higher in the water than the boat ai, or the player> I will experiment with the domove command as I think you are on the right track there. What I want to be able to do is be able to drop a life raft off to a downed pilot and the pilot will 'swim' to the raft get on baord and wait for rescue.

Beta pic of the 6-man covered liferaft that is deployed from the police launch.

This hopefully will be the last model to be made for the pack that has expanded far beyond what I ever imagined 2 years ago when I first started the fishing boat. Next is finalising the models then a concerted effort on the scripts before the next beta test.
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Offline Messiah

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Re:feet wet pilots
« Reply #66 on: 25 Feb 2004, 11:12:39 »
was thinking.... maybe use some of the dying animations to make the guys lie down in the raft - the driving animation looks a little funny  ;)
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Offline Colonel_Klink

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Re:feet wet pilots
« Reply #67 on: 25 Feb 2004, 11:30:39 »
True. I'll probably take the driving anim and make a static seated anim from it. I would do a moving one but damned if I know how to do it in ofpanim.
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Offline Messiah

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Re:feet wet pilots
« Reply #68 on: 25 Feb 2004, 13:25:53 »
its a bugger of a program - i was going to learn for PUKF, but we found some people who could do it better  ;D

static ones are simple enough if i remember correctly
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DBR_ONIX

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Re:feet wet pilots
« Reply #69 on: 25 Feb 2004, 18:36:44 »
OFPAnim is simple if someone tells you how to get started :)
I went from not being able to do anything to making okay anims in a bout 1 hour...
basicly you load a model, and an move the points (In the model) to where you want them.. Only thing is they have weird names, you you have to click the hide button, and see what dissaspears, and if it the right ting, click edit from and move the sliders to move the arms/legs etc :)

Anyway.. If you want, I could make up a simple anims for you, just IM me with what you would want it to look like.. And the model it is to go in (So I can make sure nothing it in the way etc.. You can load a background model, which is usefull for anims for gunners on static MGs etc :))

Or email me.. See profile :)
- Ben

Offline Colonel_Klink

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Re:feet wet pilots
« Reply #70 on: 25 Feb 2004, 20:45:44 »
@DBR_ONIX
Thanks for the offer. I don't have a problem making statics as mentioned. Basically I need some seated positions for the life raft that makes the guys look cold and tired :)
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Offline Colonel_Klink

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Re:feet wet pilots
« Reply #71 on: 28 Feb 2004, 11:22:20 »
Not a bump for this thread, but rather a request:
I'm wanting to know what math is required for me to have the life rafts be dumped overboard. one gets put overboard on the port side, the other on the starboard. Setpos doesn't work satisfactory as depending upon the direction of the police launch the raft sometimes gets deposited unter the launch itself. I presume it is a cos and sin function that does this, but my old brain aint what it used to be.
Thanks
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sa8gecko

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Re:feet wet pilots
« Reply #72 on: 28 Feb 2004, 12:57:25 »
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Not a bump for this thread, but rather a request:
I'm wanting to know what math is required for me to have the life rafts be dumped overboard. one gets put overboard on the port side, the other on the starboard. Setpos doesn't work satisfactory as depending upon the direction of the police launch the raft sometimes gets deposited unter the launch itself. I presume it is a cos and sin function that does this, but my old brain aint what it used to be.
Thanks

I'd like to stay away from trigonometry, so I'll tell you what I would
do if I were in your feet. I would try with a setvelocity command, with
very low components, with the z one slightly (0,2 or so) positive.
Then, since I believe your rafts weight something, the engine of
OFP would do the rest. Still, I haven't try this, so I can't assure
it'll work. Basically to set the others two components of the velocity
vector you take the main boat direction and then (this time trigonometry
is indispensable) you can use as x component the sine of the
direction+90 multiplied by a little factor, and the cosine of the direction
+90 for the y component multiplied for the same factor to dump the
raft at starboard, sine of direction-90 and cosine of direction-90
to dump the raft at portside.
I'm assuming that you are deleting the proxies on the main
boat and simulating a dump of the raft, not positioning the
raft directly in the water. If you can simulate the dump I
think it will look a lot better than simply put the raft in the
water.
I hope this works.

« Last Edit: 29 Feb 2004, 07:11:03 by sa8gecko »

Offline Colonel_Klink

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Re:feet wet pilots
« Reply #73 on: 01 Mar 2004, 09:52:40 »
Will try that out sa8gecko .

Slow working at the moment but here is a couple of pics:



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sa8gecko

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Re:feet wet pilots
« Reply #74 on: 01 Mar 2004, 11:42:15 »
Those pics look really great, Colonel_Klink.