Page 1 of 9 12345 ... LastLast
Results 1 to 10 of 87

Thread: Afterburner on su34

  1. #1
    im woundering,, is it posseble to script afterburer on the su34 ?

    Or would it be to hard tracking the position of the aircraft? i mean like the 3d position of the object, not only the 3d position on the map..
    i know one can do many fancy effects with the drop command,,

    http://www.youtube.com/watch?v=ZAUwUtJVnOI :P

    -- BEC, Battleye Extended Controls --
    -- BEC Forum Thread --

    Spoiler:

  2. #2
    Warrant Officer Mandoble's Avatar
    Join Date
    Nov 10 2005
    Location
    Madrid, Spain
    Posts
    2,020
    Drop accepts a named selection instead a position as long as you provide the object is last parameter. If you find out the named selection for Su34 exhausts you will be able to have a pretty nice afterburner effect.

  3. #3
    still needs a bit of work but its possible:


  4. #4
    Master Gunnery Sergeant nuxil's Avatar
    Join Date
    Mar 7 2007
    Location
    non
    Posts
    1,297
    Author of the Thread
    Just Awsome !!.. Send me that modifyed file of the su34 when your finished with it

  5. #5
    no modified file - just a script that runs on the vehicle of your choice. it will look weird on anything but a su34 though

    also it's purely cosmetical as of now. i haven't created an on/off switch yet, it doesn't activate above a certain speed etc. might do that as i find the time.

  6. #6
    Warrant Officer Mandoble's Avatar
    Join Date
    Nov 10 2005
    Location
    Madrid, Spain
    Posts
    2,020
    Are you using named selections or positions relative to aircraft pos? If the former, please, post these named selections If the last, that will keep cosmetical forever as the drops will not consider pitch/roll of the plane.

  7. #7
    Master Gunnery Sergeant nuxil's Avatar
    Join Date
    Mar 7 2007
    Location
    non
    Posts
    1,297
    Author of the Thread
    lethal i really like that littel screenshot of yours.
    hope you make it avaleble for us the rest of the arma people soon. :P

    and btw.. if you can or will or wount... it would be verry useble if you only activate the afterburner while example "shift" and "trottle up" W in my case. is hold in.

    "" and use velocity on the vehicle to give it a acceliration boost :P ""




  8. #8
    Quote Originally Posted by [b
    Quote[/b] ]that will keep cosmetical forever as the drops will not consider pitch/roll of the plane.
    Issues with pitch/roll of the plane are irelevant since Arma. See setvectorUp and setVectorDir and associated commands.

  9. #9
    Quote Originally Posted by (UNN @ Mar. 13 2007,22:39)
    Quote Originally Posted by [b
    Quote[/b] ]that will keep cosmetical forever as the drops will not consider pitch/roll of the plane.
    Issues with pitch/roll of the plane are irelevant since Arma. See setvectorUp and setVectorDir and associated commands.
    actually it's not completely irrelevant. since the particles are not simply dropped but emitted in a certain direction i had to adjust the script a little. otherwise the afterburner trail would have always pointed in the same direction

    i solved that problem now by simply running a loop that updates the particle emitters vector as the plane rotates. i also had to update the emitters position that way since is seems to stop once the plane had a certain distance to it. this is all solved now but unfortunately i've run into another problem:
    i need to adjust the speed of the particles according to the plane's speed in order to prevent the particles from becoming too spread out at high speed. i had this working before i made the last few adjustments but something must have broken it. mayby i'll find the culprit tomorrow

    those are the numbers that need to be adjusted to correct the issue above. they determine the vector at which particles are emiited from the source:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_exhaustdir_x = -&#40;vectorDir _aircraft select 0&#41;*30;
    _exhaustdir_y = -&#40;vectorDir _aircraft select 1&#41;*30;
    _exhaustdir_z = -&#40;vectorDir _aircraft select 2&#41;*30;[/QUOTE]




  10. #10
    next update:




    as you can see it no longer becomes streched at high speed

    i have also adjusted it so that length and size of the trail is now influenced by aircraft speed. i would have preferred it to be influenced by throttle settings though. anybody know if that is possible?

    anyway - all that&#39;s left now is tweaking the colors, shape and size a bit then making it fully functional, via hotkey or something.




Page 1 of 9 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •