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ArmA fixed wing "plane" class and turrets...


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rip31st
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#1

Posted 19 September 2008 - 17:14

I know the engine doesn't allow for it but is there some code or a way around it?
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raedor
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#2

Posted 19 September 2008 - 18:41

Not yet, but maybe one day some scripters do something like MCAR in OFP for this problem... Posted Image

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#3

Posted 19 September 2008 - 18:47

Not yet, but maybe one day some scripters do something like MCAR in OFP for this problem... Posted Image

Not exactly true...

RKSL - Fixed Wing Turret system Demo

.kju -PvPscene-
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#4

Posted 19 September 2008 - 19:17

Well you have to be fair Rock. It is not yet released, is it?



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#5

Posted 19 September 2008 - 21:30

IT looks like it uses two vehicles or instances correct? One player aims at the target with the laser and other other player fires. I see the laser pointer works good on the drone. Its there a way to make it fire though? And can you add multiple instances of the same turret on one aircraft?
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#6

Posted 19 September 2008 - 23:12

IT looks like it uses two vehicles or instances correct? One player aims at the target with the laser and other other player fires. I see the laser pointer works good on the drone. Its there a way to make it fire though? And can you add multiple instances of the same turret on one aircraft?

PM UNN, its best to ask him to explain properly.

From previous discussion with UNN a lot will depend on the actual functionality you want to apply. If you just want 50cal turrets on a B-17 then its easier/simpler to implement than a fully FLIR turret with laser tracking as shown in the video.

We're just coming to the end of a few projects in RKSL and pretty soon we're hoping to pick up the Turret system again so we should have working examples soon. If not a more detailed explanation.


@Q - he didnt ask for a released script just if there was a way around the turret issue.

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#7

Posted 20 September 2008 - 04:39

I've created a FLIR laser turret, as have a few others. Its actually quite possible but its heavy with scripting and MP functionality is problematic.
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#8

Posted 20 September 2008 - 11:49

@Q - he didnt ask for a released script just if there was a way around the turret issue.

Now you are unfair once more...
Redor told him the sollution might exist in future, but not yet.
Then you told Redor he is wrong because you have a sollution. You adressed what Redor said.
Then Q corrects you and say you're not done yet.

Q asked you to be fair with Redor IMO. Missunderstanding was yours.

PS. I think Redors answer was competent and full. I don't see a reason anyone posted anything afterwards, starting with you. This is not a chatroom. I have impression many threads grow really big this way...




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#9

Posted 20 September 2008 - 12:07

Well no need to make an issue out of it.
Everyone would be happy to see this problem solved.

So we will hope it will be one day.



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#10

Posted 20 September 2008 - 12:11

Yeah, actually we could have just ignored his post and there would be no issue. No need to argue, even if some people like it.
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#11

Posted 20 September 2008 - 13:08

I've created a FLIR laser turret, as have a few others.  Its actually quite possible but its heavy with scripting and MP functionality is problematic.

We've had some lag and JIP issues but so far we've really only done basic MP testing.  But compared to one other turret system ive tried UNN's solution seems to be a good prospect.

@ Sep. 20 2008,13:11)]Yeah, actually we could have just ignored his post and there would be no issue. No need to argue, even if some people like it.

I have to ask what exactly is your problem?

Not yet, but maybe one day some scripters do something like MCAR in OFP for this problem... Posted Image

Not exactly true...

RKSL - Fixed Wing Turret system Demo

Reador said no one had made one yet.  I pointed out that we had.

You are the one posting pointless opinions of someone else’s post.  You add nothing and then post high handed comments.  If anyone is wrong here its you.

Grow up and stop reading stuff into topics that just arent there.





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#12

Posted 20 September 2008 - 14:39

I am wondering why this important project is not made public
to let other top scripters help out?

While I can understand that time is limited and priorities shift,
I really find it hard to understand why people try not to cooperate
more. Almost all big and important projects are made in private
and try to do the big leap in one go.

I don't think it is a good way to go, yet maybe that's just me.

.. well after all it took software industry a long time to understand
the pros and cons too.






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#13

Posted 20 September 2008 - 15:02

I am wondering why this important project is not made public
to let other top scripters help out?

Partly because it’s heavily embedded in our own specific models right now.  But mostly due to the fact it’s not at a stage where UNN or I feel happy releasing it publically since in its current state and we don't want to get flamed to death for releasing buggy and unfinished work.

Once we have a decent fully working concept all the information will be made available.  But please don't imply we are with holding "important" stuff when we are not.

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#14

Posted 20 September 2008 - 15:14

Just a thought could it be done by proxies, like turrets were done on some of the old OFP ships?
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#15

Posted 20 September 2008 - 16:07

Quote[/b] ]I know the engine doesn't allow for it but is there some code or a way around it?


Creating proxy turrets has been around since OFP, as a second best work around for certain vehicle classes. MCar was more about adding additional weapon classes to wheeled vehicles, that already have working turrets. The method we adopted for the UAV is based on the proxy turrets I did for CSJ's Armoured Troop Carriers in OFP.

It does require multiple objects and scripting, but nothing so demanding that you can't use it to a reasonable extent. MP is the only really issue, if the server starts to desynch then your going to hit problems. But that can be said about any MP mission that starts to desynch, with or without scripted addons.

Quote[/b] ]I am wondering why this important project is not made public to let other top scripters help out?


Is it that important? Rip31st is the first person I've seen who appears to be serious about pursuing the concept, rather than just making a casual wish for it. But anyway, the results from the MP tests (they were just scripts to test the concept) we did with the UAV, were better than expected. But there are a few things to take into consideration:

- There was no real load on the server. Just two of us testing the addon.

- The UAV flies at relatively slow speeds.

- It's just a two man vehicle, one pilot and one gunner.

- The UAV turret does not fire visible\physical projectiles.

The possibility is there, but the limitations are so far unknown. We along with lots of other addon makers, no doubt, have a long list of ideas and projects waiting to be started. Rock already suggest Rip31st PM us regarding these scripts. While it's nice to be able to release addons that are 100% ours, and take whatever credit we deserve. It's not the be all and end all. If someone is genuinely interested in making addons and can benefit from the stuff we are working on. They only have to ask.

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#16

Posted 20 September 2008 - 16:11

But mostly due to the fact it’s not at a stage where UNN or I feel happy releasing it publically since in its current state and we don't want to get flamed to death for releasing buggy and unfinished work.

Well 2 points:
1) You've just said it is the best script out there, didn't you? Why would it get flamed? Are you taking back that statement?

2) Mandobe first released beta and then worked on rafining it with rest of community.
The first SLX vehicles had various MP problems.
They got some serious stuff done that way. Don't remeber SLX being flamed.




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#17

Posted 20 September 2008 - 16:24

@Panda[PL]

As fascinating as your dictates are, regarding Addon making. I thought this thread was about proxy turrets rather than your personnel vendettas?

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#18

Posted 20 September 2008 - 16:36

@ Sep. 20 2008,17:11)]

But mostly due to the fact it’s not at a stage where UNN or I feel happy releasing it publically since in its current state and we don't want to get flamed to death for releasing buggy and unfinished work.

Well 2 points:
1) You've just said it is the best script out there, didn't you? Why would it get flamed? Are you taking back that statement?

2) Mandobe first released beta and then worked on rafining it with rest of community.
The first SLX vehicles had various MP problems.
They got some serious stuff done that way. Don't remeber SLX being flamed.

1) I said it was the best solution that i have seen. To be precise I said it seemed like a good prospect not the "best".

Quote[/b] ]But compared to one other turret system ive tried UNN's solution seems to be a good prospect.


2) Yes but not before having a pretty good working solution first.  We havent reached that stage because we've been focused on making other things and helping other people.

Panda rather than continue to attack me on the public boards why not PM me and tell me what your problem with me is. You seem intent of dragging this thread into a flame war.  Lets sort it out. If not, stop trying to stir up trouble without reason and get on with your life.





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#19

Posted 20 September 2008 - 17:57

To clarify to me it just sad to see that great projects like
ACE, P85, RKSL, even SLX are being developed in private for such
a long time rather than to get things out earlier to let others
inspect, help improve, give ideas.

Well there are several good examples that it can work different.
At the end of the day its everyone personal decision, yet always
blaming flamers is too cheap response for me.

There was this guy (Mike?) working on the C130 gunship for ages.
He was only waiting for a working turret implementation for planes.
Now a year later we still have none. Posted Image

Quality is a good thing. Yet there are different ways to achieve that.

For modding I believe an open development and working
together is the best way.

Anyway so we continue to wait. Patience is not problem here,
still being sad you do allow me, eh Posted Image



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#20

Posted 20 September 2008 - 18:29

Quote[/b] ]There was this guy (Mike?) working on the C130 gunship for ages.


Can you post a link to his thread? Or even better, ask him to PM us if he wants to use our scripts. I for one, do not want to ram my own approach to modding, down someone else’s throat.

Quote[/b] ]Quality is a good thing. Yet there are different ways to achieve that.


Putting quality aside for one minute. There has been more than one occasion when we thought our initial plans would be thwarted by an idiosyncrasy of the Arma engine. This was still cropping up 10 months into developing the Cargo system. It's difficult to explain the trepidation when such things happen, after such an amount of personnel and to a certain degree, public investment Posted Image So it's not always a question of, is it the best it can be. But more, will it do what we originally said it would.

Quote[/b] ]Anyway so we continue to wait. Patience is not problem here, still being sad you do allow me, eh


Not sure what you mean by this. But again, if you have a genuine application for anything we are working on, then just PM us? For the record, what I don't class as genuine is, someone who cares more about their own forum image, being the first to do XYZ or just being curious.