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Author Topic: Multiple MG's  (Read 1998 times)

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Offline h-

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Re:Multiple MG's
« Reply #15 on: 05 Mar 2005, 11:10:18 »
Quote
Maybe its cause of elevation changes under water?
Well, the elevations change on land too...

And all the setpos scripts made for these kind of things use HASL of sort, so maybe that returns a bit distorted value over water... Dunno...

This misplacement can be seen on the Mi-something chopper released a couple of months ago (Our Weapons?? Or somebody..)...
The one in which you can drive for example a BMP in and transport it with the chopper...

If you accelerate 'violently' over water sometimes the cargo slowly 'oozes' through the cargobay floor and eventually either explodes in the chopper or drops through the floor...
As far as I remember this does not happen over land...
« Last Edit: 05 Mar 2005, 11:10:57 by HateR_Kint »
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Dubieman

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Re:Multiple MG's
« Reply #16 on: 05 Mar 2005, 17:48:56 »
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If you accelerate 'violently' over water sometimes the cargo slowly 'oozes' through the cargobay floor and eventually either explodes in the chopper or drops through the floor...

Dunno why but oozes sounds like a weird word to use with solid objects... :P But, I've had similiar expierences with the BAS MH47. If I put the wrong kind of cargo that wasn't supported in the cargo bay and took off, the heli would act like it could not get the arse end of the vehicle off the ground. Eventually the car would shift its way out the door and leave me with a very "light" heli that would "bound" into the sky... :P ::)

« Last Edit: 05 Mar 2005, 17:49:44 by GuiltyRoachKillar »

Offline Planck

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Re:Multiple MG's
« Reply #17 on: 05 Mar 2005, 18:03:49 »
I.ve had experience of differences in height of objects over land and water.

I was setposing lights at the lamposts on a bridge, this worked beautifully when over land, but as soon as the bridge went over water the heights of the light sources went up about an extra few metres.

Even trying to compensate for those bridge pieces that went over water did not work
The height went from high to low with just a change of about 0.1 metres.  You could never get it to sit at the lamp it was either 20 metres higher or sitting just above the road surface.

I gave up in the end.


Planck
I know a little about a lot, and a lot about a little.

Offline h-

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Re:Multiple MG's
« Reply #18 on: 05 Mar 2005, 21:23:59 »
Quote
Dunno why but oozes sounds like a weird word to use with solid objects...
;D
And that's exactly why I used that word... :P

Quote
as soon as the bridge went over water the heights of the light sources went up about an extra few metres.
yeah, the bridges in OFP defy the OFP physics engine apparently...

If you take for example some tank burning script, apply it on a tank and blow up the tank on a bridge the 'tank fire' appears on the water....

This can be 'fixed' (overcome, beaten, etc... :P) in MCAR code there's somewhere hidden a way to do this, just can't remember where/how...
At least there should be... ::)
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Offline greg147

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Re:Multiple MG's
« Reply #19 on: 08 Mar 2005, 21:52:26 »
Hmm.....people seem to have gone off this topic.  :P

So heres some pics of the C-130 with .50 caliber guns.

http://www.freewebs.com/gregneath/Plane1-medium.png
http://www.freewebs.com/gregneath/plane2-medium.png
http://www.freewebs.com/gregneath/plane3-medium.png

They're abit small, and you can't really see the writing, but all it explains is that the .50cals are fully functional, and the AI use them very affectively.
I put 10 of these adapted C-130's and opposed them with 20 Me109's, me as one of the pilots. After 5 minutes 5 C-130's were dead, and 19 Me109s had been shot down before I died.  ;)
« Last Edit: 08 Mar 2005, 21:53:48 by greg147 »
Royal Air Assault Battalion - [L/Cpl] Greg
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