Home   Help Search Login Register  

Author Topic: Waves in OFP  (Read 565 times)

0 Members and 1 Guest are viewing this topic.

cliff

  • Guest
Waves in OFP
« on: 22 Oct 2003, 00:32:06 »
IÂ've been fiddling with the excellent BAS ground mist script that came with the Tonal-pack. It would be possible to create some (hopefully) good-looking waves on the water in OFP. IÂ'm not that talented though, but below is what IÂ've come up with so far.

*edit* The waves on the pic rise and fall, and moves towards land, changes colour from dark to white and becomes smaller towards land. They do, of course, need to get wider. This is just an alphatest, if even that.*/edit*

If this sounds interesting to any of you, I could post the edited BAS script and some more thoughts. Or we could just say, "hey, the waters ugly anyway, why bother?"

BTW, the inbuilt "waves"-cycle is 8.5 sec, I noticed...just a piece of pointless information  ;D

Feedback?
« Last Edit: 22 Oct 2003, 01:00:11 by cliff »

Commando

  • Guest
Re:Waves in OFP
« Reply #1 on: 22 Oct 2003, 01:13:30 »
Hi cliff! What a big happy feeling im in today, i was thinking earlier when i had a long boring lunch breake in school and came up with the idea why don't ask if there's a wave script or something. and just when i check the ofpec out and i find this  :D
Please can i beta test it? And could it be made to simulate some bigger waves for a storm or something?
And as a final question can it be used in multiplayer?
I would love to have to drive a transport ship or anything else on the sea while there's huge waves all around you and you hear the lighnting and all  ;D would make some of my sea missions less boring when you have some nice waves to watch at.  ;)

Offline MachoMan

  • Honoured
  • Former Staff
  • ****
  • KISS, Keep it Simple Stupid
Re:Waves in OFP
« Reply #2 on: 22 Oct 2003, 16:30:35 »
looks funny ;D, but what does it do when it hits shore?
Get those missions out there you morons!

cliff

  • Guest
Re:Waves in OFP
« Reply #3 on: 22 Oct 2003, 17:09:25 »
Heres the testmission, with a VERY basic wavescript that can be fiddled with in many ways, for example adding a sound when the waves hit the shore.
« Last Edit: 22 Oct 2003, 17:09:43 by cliff »

cliff

  • Guest
Re:Waves in OFP
« Reply #4 on: 22 Oct 2003, 17:10:55 »
and the script to go with it. Put it in the same ofp/user/yourname/missionsfolder as the sqm-file.

For those that donÂ't want to d/l it, it looks like this:; BAS - Mist script - by  TJ march 2003-edited by Cliff october 2003

;execute with name of gamelogic at the centre of area for mist
; eg,  [<objectname>,delay between waves, number of waves, speed of waves, target of waves] exec "mist.sqs"


; ? benchmark <3500:exit

;Mist duration time (in seconds)


_object = _this select 0
_delay = _this select 1
_lifeTime = _this select 2
_vel = _this select 3
_shore = _this select 4

_lifeTicks = _lifeTime / _delay
_lifeTick = _lifeTicks

#loop
_count =0

#Begin
_dir = getdir _shore
_velx = _vel *sin  _dir
_vely = _vel *cos _dir
#mist
drop ["cl_basic", "", "Billboard", 1, 20 +(random 20), [0,0,-0.9], [_vely,_velx,0], random 5, 1.275, 1, 0,[ 3,1],[[0.35,0.4,0.4,0.2],[0.65,0.7,0.8,0.4]], [0,1], 0.001, 0, "", "",_object ]
_count = _count +1
?_count <20:goto "Begin"

~_delay
_lifeTick = _lifeTick - 1
?_lifeTick > 0 : goto "loop"



exit

ThatÂ's it, so far. Lots of stuff to fiddle with.


« Last Edit: 22 Oct 2003, 17:14:13 by cliff »