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Author Topic: Slope? How to set it? ?:-o  (Read 720 times)

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MorMel

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Slope? How to set it? ?:-o
« on: 21 Feb 2003, 16:20:57 »
I'm creating a guided missile script which sets the direction of a camcreated projectile, according to the targets position. Unfourtunately, when the missile crosses with the target, it will proceed its trajectory as its height is too high... and i wan it high! How to make the missile crash with the target?

P.S.: i tried "_missile setpos [_x,_y,(_h-_fac)]" loop type. it didn't work...

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #1 on: 25 Feb 2003, 10:53:43 »
Come on!!!! :-\

Nobody knows how to define a rocket's slope...  ???

I just wan'it to blow over ma target... Set its z position to z-0.1 on each loop but it isn't realistic.. :(

C'mon u guys... A kno u can solbe eet  ;)

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #2 on: 26 Mar 2003, 11:20:29 »
OK, OK!!
You don't know how...  :(  :-\

But do you know how to get a vehicle's height from the sea level (not from the ground, off course)...  ???

Be sure not to use post OFPv1.00 commands, ;)

HuNtA

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #3 on: 27 Mar 2003, 17:30:16 »
Use the getBank and getPitch commands for the direction and just have a gamelogic where you want to check where the height is and use:
missile distance gamelogic <= height
or something like this
« Last Edit: 27 Mar 2003, 17:31:47 by HuNtA »

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #4 on: 28 Mar 2003, 15:36:40 »
Hummm.... I think i didn't understood... Are GetPitch and GetBank v1.00 compatible? What's their syntax?

But don't give much importance to that... i'll check it out by my self. ;)

   Now, about your explanation, i think you're failing with the 'distance' command. You must use some trignometry before getting the missile's height above the sea level:

1st, place the gamelogic over the sea.

(missile distance gamelogic)^2 = HorizDistance^2 + MissileHeight^2

Then - [_x,_y] : missile's position; [_i,_j] : gamelogic's position

_Height = (missile distance gamelogic)^2 - SQRT( (_x-_i)^2 + (_y-_j)^2)

And I think that's it! I got the missile's height above the sea level!

Thanks man!!! The "gamelogic" idea is just great!!! ;) ;D

This way i can verify both the missile's and the tank's height and-then-set-the-missile's-height-to-the-tank's-height-and-then CABOOOOMMMM!!!!  ;)

_hammy_

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #5 on: 29 Mar 2003, 01:06:12 »
wait... you have version 1 of ofp? you need to update dude :P

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #6 on: 30 Mar 2003, 19:41:35 »
Quote
wait... you have version 1 of ofp? you need to update dude
YEAH, YEAH! I know... but what shall i do? I can't find it!!!

Now, about this thread:

This thread was open with the objective of providing the necessary commands and maths for creating an ATGW script. Unfourtunately i realized that rockets are too instable, therefore it became useless as a ATGW script...
But Wait! What about a true projectile, night effects included, artillery script???!!!

That's it. Thanks to the "gamelogic" idea i invented one, very realistic (i think)


Quote
_Ref = _this select 0
_Orig = _this select 1
_Target = _this select 2


_FX = "flare" camcreate [0,0,100+(random 100)]
_FX1="flare" camcreate [0,0,100+(random 100)]

~2

_SHELL="SHELL120" camcreate [0,0,300+(random 300)]
_SHELL2="SHELL120" camcreate [0,0,300+(random 300)]
_SHELL3="SHELL120" camcreate [0,0,300+(random 300)]

_x = getpos _orig select 0
_y = getpos _orig select 1

_i = getpos _target select 0
_j = getpos _target select 1

_m = (_y-_j)/(_x-_i)

_alpha = atg (_m)

? (_y<_j and _x<_i) or (_y>_j and _x<_i): _dir = _alpha
? (_y<_j and _x>_i) or (_y>_j and _x>_i): _dir = _alpha+180

SHELL setdir _dir
SHELL2 setdir _dir
SHELL3 setdir _dir

_rx = getpos _ref select 0
_ry = getpos _ref select 1

_dis = _orig distance _Ref
_Hdis = SQRT((_x-_rx)^2+(_y-_ry)^2)
_MH = (SQRT((_dis^2) - (_Hdis)^2))+5

_n=0
_k=0
_h=0

_maxh=500-_MH

_fac=(500-_MH)/50

#ART
_FX setpos [(GetPos _orig select 0)+_n*(cos _dir),(GetPos _orig select 1)+_n*(sin _dir),_MH+_h]
_FX1 setpos [(GetPos _orig select 0)+_n*(cos _dir)-.5,(GetPos _orig select 1)+_n*(sin _dir)+.5,_MH+_h]
_SHELL setpos [(GetPos _orig select 0)+_n*(cos _dir)+.5,(GetPos _orig select 1)+_n*(sin _dir)+.5,_MH+_h]
_SHELL2 setpos [(GetPos _orig select 0)+_n*(cos _dir)-.5,(GetPos _orig select 1)+_n*(sin _dir)-.5,_MH+_h]
_SHELL3 setpos [(GetPos _orig select 0)+_n*(cos _dir)+.5,(GetPos _orig select 1)+_n*(sin _dir)-.5,_MH+_h]

;player setpos [(GetPos _orig select 0)+_n*(cos _dir)+5,(GetPos _orig select 1)+_n*(sin _dir)-5,_MH+_h]

_h=_h+_fac
?_h > _maxh-_fac : _h=_maxh; _top=true

_k=_k+0.6
?_k > 29.55 : _k=30; _cruise=true

_n=_n+_k

? _cruise && _top : _h=500; _k=30; Goto "Cruise"

~.001

? !(Alive _SHELL) or !(Alive _Shell2) or !(Alive _Shell3) : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit

Goto "ART"

#Cruise

_FX setpos [(GetPos _orig select 0)+_n*(cos _dir),(GetPos _orig select 1)+_n*(sin _dir),_h]
_FX1 setpos [(GetPos _orig select 0)+_n*(cos _dir)-.5,(GetPos _orig select 1)+_n*(sin _dir)+.5,_h]
_SHELL setpos [(GetPos _orig select 0)+_n*(cos _dir)+.5,(GetPos _orig select 1)+_n*(sin _dir)+.5,_h]
_SHELL2 setpos [(GetPos _orig select 0)+_n*(cos _dir)-.5,(GetPos _orig select 1)+_n*(sin _dir)-.5,_h]
_SHELL3 setpos [(GetPos _orig select 0)+_n*(cos _dir)+.5,(GetPos _orig select 1)+_n*(sin _dir)-.5,_h]

_n=_n+_k

_x = getpos _shell select 0
_y = getpos _shell select 1

_d = SQRT((_i-_x)^2+(_j-_y)^2)

? (_d > 6000): _k=35

? (_d > 1500): _k=30

? (_d < 800): Goto "reentry"

~.001

? !(Alive _SHELL) or !(Alive _Shell2) or !(Alive _Shell3) : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit

Goto "Cruise"

#reentry

_dis = _Target distance _Ref
_Hdis = SQRT((_i-_rx)^2+(_j-_ry)^2)
_TH = (SQRT((_dis^2) - (_Hdis)^2))

_x = getpos _shell select 0
_y = getpos _shell select 1

_d = SQRT((_i-_x)^2+(_j-_y)^2)

_fac = (_h-_TH)/(_d/_k)

#Hit

_FX setpos [(GetPos _orig select 0)+_n*(cos _dir),(GetPos _orig select 1)+_n*(sin _dir),_h]
_FX1 setpos [(GetPos _orig select 0)+_n*(cos _dir)-1,(GetPos _orig select 1)+_n*(sin _dir)+1.5,_h]
_SHELL setpos [(GetPos _orig select 0)+_n*(cos _dir)+1,(GetPos _orig select 1)+_n*(sin _dir)+1.5,_h]
_SHELL2 setpos [(GetPos _orig select 0)+_n*(cos _dir)-1,(GetPos _orig select 1)+_n*(sin _dir)-1.5,_h]
_SHELL3 setpos [(GetPos _orig select 0)+_n*(cos _dir)+1,(GetPos _orig select 1)+_n*(sin _dir)-1.5,_h]

_h=_h-_fac

_n=_n+_k

~.001

? GetPos _shell select 2  < 15 : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit

? !(Alive _SHELL) or !(Alive _Shell2) or !(Alive _Shell3) : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit

Goto "Hit"

Where _Ref is the gamlogic for sea level reference; _Orig, the origin of the art projectile; and _Target, you know, the target object. All of these are objects.

About the script:

This script seemd effective, reliable, yet it experiments some failures:

- Precision
- Abrupt end of script when i fire multiple rounds

Could anyone find the problem?



Just one more thing:

As i'm using OFPv1.00, i have NO IDEA how OnMapSingleClick works.
Could someone explain me? Or even create a script which initializes the main one?

I'll be thankfull!!!  ;D


P.S. - One more time, I wanna thank HuNtA for the "gamelogic" idea.  ;)

AH! I authorize anybody in this forum to use this script (As long as you give me credit, off course  ;) )

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #7 on: 01 Apr 2003, 11:03:49 »
Code: [Select]
I have just add one more effect to the script:

_FX2 = "SmokeShell" CamCreate [0,0,100+(random 100)]

Then i just gotta add it to the next few lines where the FX position is updated:

_FX2 setpos [(GetPos _orig select 0)+_n*(cos _dir),(GetPos _orig select 1)+_n*(sin _dir),_h+0.5]

This will give the projectile a cool rocket tail effect...

One more thing:

I realized that the "Abrupt end of script when i fire multiple rounds" happens if i fire more than 8 rockets with 0.2 time gap between eachother. Therefore i made a paralell script which activates the main one and avoids the script stoping:


Code: [Select]
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.9
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
~.2
[Ref,MyTruck,MyTarget] exec "ARTT.sqs"
exit


It's like a MLRS!! Seems nice on OFPv1.00...

About Precision: I just changed the "reentry" method and changed
<? GetPos _shell select 2  < 15 : _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit>
by
<? GetPos _shell select 2  < 15 : _shell setpos [_i,_j,_TH+3]; _FX setpos [0,0,0]; _FX1 setpos [0,0,0]; exit>

where _i and _j are the coordinates of the target. Unfourtunately it seems too precise... and if it is a moving target, it would be a kind of strange to see a missile falling over a position and blowing at another... ;D This way we should allways use static targets... Or just have a direction update script, but it will look like "guided artillery"... :o

I'm open to improvement proposals for this script!

Offline Ranger

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Re:Slope? How to set it? ?:-o
« Reply #8 on: 01 Apr 2003, 22:22:22 »
YEAH, YEAH! I know... but what shall i do? I can't find it!!!

Umm, I don't mean to be rude, but if you can't find the update patches, you are pretty sad.  ::)  ;D

Just go to the official OFP site!!!

http://www.flashpoint1985.com/index2.html
Ranger

MorMel

  • Guest
Re:Slope? How to set it? ?:-o
« Reply #9 on: 02 Apr 2003, 10:48:29 »
I wanna posts about the script and how to solve its problems, please.  ;)

I know how to find the things I need with the resources I have...