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Offline Terame

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Bullet hits (ricochets) creating atmosphere
« on: 22 Sep 2003, 04:42:29 »
I am trying to work out how to create bullet hits linked to a trigger when players set off a trigger.

would like to have grenade style hits as well, but bullet hits on ground, etc. would be just fine for creating more 'in your face' atmosphere

someone suggested camcreate, but I haven't seen a good description of how this would be done in a script.

Suggestions scripting gurus?
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Offline General Barron

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #1 on: 22 Sep 2003, 07:37:25 »
I'm not really sure what you are trying to describe. Could you be a little more clear please?
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Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #2 on: 22 Sep 2003, 08:07:22 »
I'm not really sure what you are trying to describe. Could you be a little more clear please?

Hi General,

Explain more? Sure.

1. A unit is moving in a given direction, and sets off a trigger (as in game mechanic 'trigger')

2. Once the trigger is set off ricochets where bullets are striking walls, trees or ground around the unit; sending him/her running for cover.

Obviously this is designed for real players (not AIs) as it is designed to give the impression of them being under heavy fire.

Hope that makes it a little more clear
Thanks for looking at it ;D




PS - sorry scripting newbie here, I've been OK taking other people's work and playing with it, but nothing original yet, real life keeps getting in the way - soooo annoying ;D
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Offline General Barron

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #3 on: 22 Sep 2003, 22:24:09 »
I get it now. One way to do it would be to camcreate bullets somewhere sort off up and away from the player, then use setvelocity to send them flying at the player as though they were fired from a weapon. Depending on how you script it, the bullets may or may not be able to actually hit and kill the player. That seems to me like it would be the best way to do it.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
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Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #4 on: 24 Sep 2003, 03:05:40 »
thanks general - but could you give me an example please? I can work with angles but haven't got a clue about original scripting syntax for anything outside the "box"

thanks ;D
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Grendel

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #5 on: 24 Sep 2003, 19:38:34 »
Hey terame!

I'm making you a script now...

should be done pretty soon

-grendel

Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #6 on: 25 Sep 2003, 03:43:36 »
Grendel, you're a legend!
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Grendel

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #7 on: 25 Sep 2003, 07:15:16 »
 ;D( :-[ -modest embarasment at being labeled a legend)Thanks!

I'm just about done with it!  It got a little more involved than one simple script for the Deluxe vesion  ;)

It uses no AI, yet is actually a little more effective than you might have intended!  You really have to shuck and jive to stay alive.

All I have to do is add a function that randomly selects a target from the group and do some tweaking and I'll post a zip!  tell me what you think and I'll adjust if the engine can do it (and if I know how :))

-Grendel

Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #8 on: 25 Sep 2003, 07:48:55 »
;D( :-[ -modest embarasment at being labeled a legend)Thanks!

I'm just about done with it!  It got a little more involved than one simple script for the Deluxe vesion  ;)

It uses no AI, yet is actually a little more effective than you might have intended!  You really have to shuck and jive to stay alive.

All I have to do is add a function that randomly selects a target from the group and do some tweaking and I'll post a zip!  tell me what you think and I'll adjust if the engine can do it (and if I know how :))

-Grendel


Sounds positively leeeeeethal hehehe
looking forward to drooling over I mean seeing it

-
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Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #9 on: 25 Sep 2003, 08:26:00 »
;D( :-[ -modest embarasment at being labeled a legend)Thanks!

I'm just about done with it!  It got a little more involved than one simple script for the Deluxe vesion  ;)

It uses no AI, yet is actually a little more effective than you might have intended!  You really have to shuck and jive to stay alive.

All I have to do is add a function that randomly selects a target from the group and do some tweaking and I'll post a zip!  tell me what you think and I'll adjust if the engine can do it (and if I know how :))

-Grendel


One question re targeting one member of a unit... once they take cover odes it stop? Hopefully not because I was thinking about the effect of that same fire continuing while they are behind their cover - scaring them into staying behind cover until it stops.

thanks again
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Grendel

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #10 on: 25 Sep 2003, 21:55:35 »
Oh, it keeps the team suppressed all right-trust me  ;D!

Its done except for adding custom sound.  Since the bullets aren't really being fired I need to read up on how to add a sound in the description.ext ???(haven't had to do it before).

I've got a real simple demo where the players squad is ambushed from a treeline, and I daresay you will like the results...

Should figure this sound thing out soon...

-Grendel

p.s. each "firing point" shoots at a specific target untill it is dead or untill a round threshhold is reached, then it shifts to a new target (etc)
« Last Edit: 25 Sep 2003, 21:59:00 by Grendel »

Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #11 on: 26 Sep 2003, 01:55:44 »
re sounds I have been recently playing with sounds and triggers, converting sounds from wav to ogg (OFPs prefered sound format)

like McClain's famous "Yippeykayay Mutherf#$%er" from Die Hard or "We're on an Express Elevator to hell: going DOWN" from Aliens and attaching them to triggers...

if you need links to converters, etc let me know
The best tutorial is right here on ofpec in editing:cutscenes

hope that helps

-Terame
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Grendel

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #12 on: 26 Sep 2003, 17:47:46 »
Its done!  I'll send it to you directly (sorry everyone else, it will be submitted oficially after evaluation by terame)

I only got to add one sound.  I'm having a hard time defining multiple sounds in the description.ext (keep getting an error message about no entry for the title even tho its defined  >:()  But I'll figure it out eventualy...

the mission opens from the editor on the malden map.

I was more or less done with it yesterday but my ISP was having problems and i couldn't log on, so sorry for the delay.

-Grendel

Offline Terame

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #13 on: 27 Sep 2003, 06:03:32 »
OK big "wow!"

...worked like a charm and I copy-pasted to an existing mission and it incorporated very well!

Obviously being explosive rounds they were a little intense, but if there were commented examples of other ammo types, this will be the biggest kickass suppression script(s) ever mate!

You're right about the sound though - definitely need to work on that.

Noticed you used a .wss for the sound, I have been using ogg files, any reason for the .wss?

I have a few recordings from gun ranges I can convert for you if you like

-Terame



---- one other thing, you added a "boom" command - but it refers to a script called "boom.sqs" which isn't in the folder...  ???
« Last Edit: 27 Sep 2003, 06:18:37 by terame »
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Grendel

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Re:Bullet hits (ricochets) creating atmosphere
« Reply #14 on: 27 Sep 2003, 23:56:15 »
oops :)

The boom command was for debugging sound issues, and I must have forgotten to remove it from one of the soldiers init fields.

I used .wss files straight out of the DTA/Souds  folder in OFP instead of recording/downloading.  This way the core zip will be nice and small and users can either cut and paste the relavent sounds into the empty mission/sound folder to put in their own (I'll detail it in the ReadMe :)). Plus I'll put the .wss's into a separate zip so people can use those too without having to dePBO their sound folder.

<sigh> now that I know how to put in custom sounds I get to go back and put them in all the other scripts I'm working on...

Joy :-\ ;)

-Grendel

P.S.  If anyone else is interested in the supression script I have dubbed the Pretty Little Hate Machine, it will be released to the public in a day or so.

<edited by me (Grendel) after missing my deadline> P.S.S. (which is BTW a very cost effective Remington 700 Sniper rifle)  Sorry for the stereotypical unrealistic release date :-\ The Readme is the only thing left to add to the Public Beta, and probably more time consuming than the actual script-sorry all, release soon...
« Last Edit: 05 Oct 2003, 03:06:00 by Grendel »