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Thread: Alex.Sworn is my hero

  1. #11
    Quote Originally Posted by (Serclaes @ April 17 2007,18:54)
    Don't worry, no setposing
    Ok then its realy nice
    170th Nighthawks dont quit

  2. #12
    i always wanted this for mp sessions driving a car and letting the mates shoot out at road blocks when we do extraction plan B style
    how do i make it work in my missions?




  3.   This is the last Developer post in this thread.   #13
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    Quote Originally Posted by (Profe @ April 17 2007,19:59)
    Hey, fixed arc is better than nothing. In fact, I think fixed arc would be the best compromise without having to do whole new animations for turning inside the vehicle. Unless you mean you can't aim up or down, in which case I agree, that would be a problem, though in the mh6 video he seems to be able to shoot down from the chopper.
    I'm assuming, it's the ArmA engine at work, when you are not touching the ground or any roadway lod, or when you are stuck in geometry in any way (thats why you can't turn around in confined spaces), you are not allowed to turn your character around, but you can move your arms around when you have your cursor floating zone on.

    Now, for some reason, I'm not very happy with the behavior of the floating zone in ArmA, it feels very odd, so I've turned it off, which means, I can't get any movement with that besides vertical.

    Has anyone actually experimented with roadway LODs on vehicles? I doubt BIS 5t has a roadway LOD in the back.

  4. #14
    Quote Originally Posted by [b
    Quote[/b] ]I'm assuming, it's the ArmA engine at work, when you are not touching the ground or any roadway lod, or when you are stuck in geometry in any way (thats why you can't turn around in confined spaces), you are not allowed to turn your character around, but you can move your arms around when you have your cursor floating zone on.
    Yeah, that’s what I figured. Even if you don't use setdir to align the unit with the trucks direction, you still can't turn. But as there are no suitable addons as yet, with roadways and proper geometry, it’s just a guess.

    You could probably use the WeaponDirection command to detect the extremities of the players movement, to emulate the player turning by incrementing his direction + the trucks direction, with setdir. But I'm not sure how well that would work.

  5. #15
    Hmm, it doesn't show anything in 3rd person...
    Click here
    Spoiler:

  6. #16
    the getdir setset dir wont work..
    ive tried it not sure about the new command but personally
    i think it would be a total overkill and ingame way to laggy.

  7. #17
    Quote Originally Posted by [b
    Quote[/b] ]
    Kyle Sarnick said:
    What we have here is nothing more than a simple setPos loop. This won't work for helicopters, or anything else that doesn't stay completely level (and I don't mean with reference to the ground, I mean completely level in 3d space, so that excludes driving on any hills or any inclines). It also doesn't allow the unit to sit down or use any cargo/crew animations. And worst of all is that the unit isn't actually in the vehicle crew, so it has little practical use and is limited to vehicles with large open spaces where the unit can just stand unobstructed. Don't get excited, we could do this in OFP too (and some did), and it was just as impractical then as it is now.
    They do have videos showing it working with helicopters...


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  8. #18
    Quote Originally Posted by (Col. Faulkner @ April 17 2007,15:15)
    Will this let you sit in the back seat of a speeding estate car
    and fire a rifle out through the windscreen between the driver
    and front passenger?

    Realistic early-1980s SAS mission! ***
    Certainly not. This is just a setPos loop, it only works if there's sufficient room for the unit to stand/crouch (whatever anim you're using) inside of the vehicle without colliding with it's geometry, and since most vehicles don't have hollow geometry it's just not possible (and even if they did there's really no way to prevent collision unless there's a lot of clearance and not a lot of motion). Also, there is the problem that this doesn't work while actually inside of the vehicle (as in considered part of the crew, such as the result of a moveInCargo command or the Get In action), so if you're trying to find what vehicle the person is "riding on" it doesn't work with the normal commands. You would need instead to use some new functions, so other scripts and mission triggers would have to be made "compatable" with it. It also means you can't view the interior LODs of the vehicle, so as a result the external LODs would have to include interiors if you want to be able to see them from "inside" a vehicle, and that would make the models very laggy. So like all the other editing folk have said it's nothing to get excited about, it's the same old trick from OFP just being shown off with new ArmA freshness.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">They do have videos showing it working with helicopters...[/QUOTE]
    You can clearly see that the unit jumps out of the seat after the chopper takes off and is being setPos&#39;d to the side of it. It&#39;s still the same thing as the 5t truck example. The unit is just being "glued" to a relative pos on the vehicle, it&#39;s not realistic and it has many flaws. Not to mention that it is still a script that is keeping the unit from being thrown off or getting hit by the vehicle and ultimately getting killed, and scripts are always prone to failure, especially in MP environments where there&#39;s lag to consider.



    VBS2 Designer

    Quote Originally Posted by Armored_Sheep View Post
    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?

  9. #19
    I thought it was stated above that the player WAS colliding with the vehicle&#39;s geometry; that&#39;s why turning outside the float zone was impossible....?

  10. #20
    Quote Originally Posted by (dwringer @ May 01 2007,17:21)
    I thought it was stated above that the player WAS colliding with the vehicle&#39;s geometry; that&#39;s why turning outside the float zone was impossible....?
    Hence why it is an impractical method.

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