Home   Help Search Login Register  

Author Topic: drop command q  (Read 441 times)

0 Members and 1 Guest are viewing this topic.

Rubble_Maker

  • Guest
drop command q
« on: 20 Aug 2003, 11:35:32 »
What is the "object" parameter in the drop command supposed to do? I tried it with various objects, hoping that it'd auotmatically attach the effect to it, but it didn't work so far.

Offline MI_Fred

  • Members
  • *
  • AA
    • OFP Team Finlanders
Re:drop command q
« Reply #1 on: 22 Aug 2003, 02:37:30 »
The only way you can't get it work would be using math formulas in the Position and moveVelocity elements. Or atleast the particle would be placed/moved first in relative to the Object element and then also according to your calculations, resulting in unwanted ... results.

Another common mistake is having the quotes around the object name. You must enter a variable, local or not, into it w/o quotes.

Lets say you have and UAZ named dopecar as Object, [0,10,1] as moveVelocity. Now your particle will travel at that speed to the heading of dopecar 10km/h and rise 1km/h upwards in that heading. That's all there is to it.
Code: [Select]
drop ["cl_basic", "", "Billboard", 0.2, 2, [0,0,1], [0,10,1], 10, 1.290, 1, .1, [0.5,2,5], [[.5,.5,.5,.1], [.8,.8,.8,.4], [1,1,1,.2], [1,1,1,0]], [0,0], 0, 0, "", "",dopecar]

Looks like Vektorboson updated his tut a while back. It's got a very informative example mission. Check his site and tutorials.
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.

Rubble_Maker

  • Guest
Re:drop command q
« Reply #2 on: 22 Aug 2003, 23:39:19 »
thx I will try that but so far it never worked. It will position the effect correctly, but the effect will not move when the object moves. Of course I can make it to work in a loop, but thats expensive.

Offline MI_Fred

  • Members
  • *
  • AA
    • OFP Team Finlanders
Re:drop command q
« Reply #3 on: 23 Aug 2003, 03:28:12 »
Oh hmm, just thought of something. I hope your not trying to actually move a particle... it's not possible. I mean, in the same way you'd move an object with a loop. Particles don't have names, they aren't objects. They just pop up at one point and head in 1 direction possibly. I truly wish this was possible, and something like a Position array where you could define multiple positions (moved in relation to lifetime), then your wish would be granted but not now  :-\
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.

Rubble_Maker

  • Guest
Re:drop command q
« Reply #4 on: 23 Aug 2003, 17:51:21 »
Yes thats what I was trying to do; I wanted to *attach* particles to moving objects (like fire to a car). I know perfectly well how to do that in a loop, but I just thought ofp might be smart enough to do it automatically.

anyways, thx for the info ;)