Home   Help Search Login Register  

Author Topic: OOG_NUKESCUD v1.2 Beta Test  (Read 2279 times)

0 Members and 1 Guest are viewing this topic.

Oogieboogie

  • Guest
OOG_NUKESCUD v1.2 Beta Test
« on: 16 Feb 2005, 06:42:01 »
This thread is regarding testing of the Nuclear Scud Launcher (OOG_NUKESCUD 1.2).

Original version 1.1 available at http://www.ofpec.com/addons_depot/index.php?ID=466


 A couple days after my addon was approved, a user emailed me that the nuclear animation (The CoC nuke.sqs) was not executing on clients.

I tried eventhandlers in the cpp, but unfortunately they arent global either   ::)   So I went with a different method - albeit somewhat unreliable in theory (but better than nothing).

Im running parallel monitoring scripts on each client for each launch, which wait for broacasted public variables, so theres a possiblity of clashes between multiple scuds.  Unfortunately I dont have access to another machine to test the revisions adequately so I need you guys to put it though its paces.

Note: In interests of compatiblity with existing missions, the newer version will be backwards compatible with the older implementations.  (CfgPatches is identical) Nothing that the mission maker/ player interacts with has been removed, all fixes are internal scripting in nature. Any comments on this, let me know.

The only major external (global scope) changes are the addition of public variables.  I've made sure to avoid conflicts by prefixing the OOG_ tag to them.  I've also changed the name of the launch script to something simpler.  Instead of typing BAS_ScudLaunchNuke.sqs, you can now type LaunchNuke.sqs.  Either way will work as the old script file just executes the new one.

I've also created an example mission with some basic examples.

The download is available from http://www.engin.umd.umich.edu/~nmezza/OOG_NUKESCUD1.2BETA.zip
or
http://mercgamingvideo.no-ip.org/OOG_NUKESCUD1.2BETA.zip

Oogieboogie

  • Guest
Re:OOG_NUKESCUD v1.2 Beta Test
« Reply #1 on: 12 Mar 2005, 01:43:01 »
Ill be getting a testing environment with the help of a friend soon, so I may be able to release a final version.

Has anyone tried this out?  Did you encounter any problems, or did everything work perfectly?

Offline penguinman

  • Contributing Member
  • **
  • Money is worthless, just paper, ink, and threads
Re:OOG_NUKESCUD v1.2 Beta Test
« Reply #2 on: 02 Apr 2005, 21:38:07 »
ok, my review,

really cool!

I like everything, especialy how you can see the explosion comming at you.

i only have one problem,

the scud flys to the target as if it was thrown like a football(american football) it looks a little odd,

but other then that, i like it.

8/10

maby u could add an affect so people caught in the blast are deleted and a really dark black smoke particle is created in their place the floats down. Like they evaporated, or  vaporized

Oogieboogie

  • Guest
Re:OOG_NUKESCUD v1.2 Beta Test
« Reply #3 on: 03 Apr 2005, 03:14:02 »
Yep thats how SCUDs work.  Quite a bit like V-2s actually.

Thanks for the praise and your help in testing.

Unfortunately, your request would be a VERY difficult addition to code  :P

Offline penguinman

  • Contributing Member
  • **
  • Money is worthless, just paper, ink, and threads
Re:OOG_NUKESCUD v1.2 Beta Test
« Reply #4 on: 03 Apr 2005, 03:30:15 »
no prob, i dint know and thought i might as well ask if it could be done,

its still a neat addon though

Dingmatt

  • Guest
Re:OOG_NUKESCUD v1.2 Beta Test
« Reply #5 on: 08 Apr 2005, 14:05:41 »
Nice Update OOG, i may try adding that vaporising trick in the DSF scud, it uses a different explosion script 2 you and is easily fesable.
Once i've coded it i'll send you a copy.

FrostMan
DSF Productions