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Author Topic: Chain of Command Tomahawks  (Read 1334 times)

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Offline Dinger

  • Contributing Member
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  • where's the ultra-theoretical mega-scripting forum
Chain of Command Tomahawks
« on: 15 May 2004, 20:12:40 »
As you can see in the news here and the addons upload section, we've finally completed the Chain of Command Tomahawk Pack.

If you've got any questions about how we did what we did (UA integration, video in cutscenes, effects), put them here.
Dinger/Cfit

Homefry31464

  • Guest
Re:Chain of Command Tomahawks
« Reply #1 on: 16 May 2004, 14:05:54 »
Just wanted to say excellent job, this may be my favorite addon.

DBR_ONIX

  • Guest
Re:Chain of Command Tomahawks
« Reply #2 on: 17 May 2004, 19:44:32 »
Really great addon :D
Even better because I can fly the Tomahawk :P

Anyway, a few things..
How can I make a new launcher? (The thing you command, like the sub launcher thing).. Like a bunker-ish type thing (I can work in O2 pretty well)

Also, how's you get, in the video, the test to be like it's being typed (With the click etc)? A really nice effect.. No idea how though :P

Anyway, good addons :D
Whats next? :)
- Ben

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:Chain of Command Tomahawks
« Reply #3 on: 17 May 2004, 21:22:50 »
if you just want the launcher to appear to come out of something, that's easy: just make an object with an init EH, in that EH put:

_mylauncher = _this select 0
@CoCIFInit
_cml = nearestobject [_mylauncher, "CoC_CMLauncher"];
?isnull _cml: player sidechat "NO LAUNCHER FOUND"; exit
_cmn = _cml call CoCfiFFindAsset
_EH = format ["%1 setdammage 1", _cmn];
_mylauncher addeventhandler [{killed}, _EH];
exit


As for the teletype effects, that's a little script called "scroller.sqs".  I just spoke to someone who's looking to comment it up.
Dinger/Cfit

DBR_ONIX

  • Guest
Re:Chain of Command Tomahawks
« Reply #4 on: 18 May 2004, 17:54:36 »
The launcher.. The Eventhandler..
Code: [Select]
this addeventhandler ["init","launcherthing.sqs"]
And that code in a script, yeah? (Or the cpp)

How do I tell it where the missile (Or rocket, or what ever the name of the Tomahawk is given :P) to fly up from? If ya see what I mean (Like the weapon barrel points)

I wanna try and make a nuclar laucnh building comming on :D
If I can work out how ;)
(Like in Command & Conquer Generals, the Chinese nuke things :))

I'll DePBO the tomahawk stuff and look at the scroller script, see if I can make sense of it ::)

Thanks for the help :)
- Ben

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:Chain of Command Tomahawks
« Reply #5 on: 20 May 2004, 01:48:36 »
Well, the origin point is pretty much determined by the launcher weapon.  Since the launcher is invisible, you can just shift it's location....
Dinger/Cfit