Welcome, Guest Friday 25th April 2014, 03:37:34
   Home   Help Search Login Register  

OFPEC Forum

Author Topic: Aircraft water splash (ACCEPTED)  (Read 1462 times)
0 Members and 1 Guest are viewing this topic.
Nemesis6
*
Offline Offline



« on: 03 Apr 2007, 16:54:09 »

All you have to do is shoot down the chopper and watch when it crashes into the water. So, what do you think?

* Splash.zip (1.74 KB - downloaded 158 times.)
« Last Edit: 01 Sep 2007, 18:27:38 by Mandoble » Logged

I am actually flying into a star... this is incredible!
Mandoble
Editors Depot
Administrator
*****
Offline Offline



WWW
« Reply #1 on: 03 Apr 2007, 18:21:49 »

Nice splash effect  Good
Logged

johnnyboy
OFPEC Patron
****
Offline Offline

Matan los Pantalones!!!


« Reply #2 on: 03 Apr 2007, 18:30:27 »

I like it!  Good work.
Logged

El Cojon: "Do you like to Tango?"
You: "Only in Bagango."
Download Last Tango in Bagango and discover how El Cojon earned his name...
Blanco
Former Staff
****
Offline Offline



« Reply #3 on: 09 Apr 2007, 03:12:35 »

Almost perfect  Good

It would be better if the splash effect occurs when the chopper hits the water, not when it already in the water. Actually, same thing with ground explosions, choppers in Arma explode when they are on a ground for a while, not when they hit it.
But that's nitpicking, very nice effect  Wink

Btw, somewhere in your script thereare these 2 lines :

Quote
_x = getpos _gl select 0
_y = getpos _gl select 1

_x and _y are defined before the gamelogic (_gl) is created  Huh?
I removed these 2 lines and script still works fine.

« Last Edit: 09 Apr 2007, 03:40:47 by Blanco » Logged

Search or search or search before you ask.
Nemesis6
*
Offline Offline



« Reply #4 on: 11 Apr 2007, 14:07:29 »

Well, the problem is that the the script is triggered when the object is killed, and the game sees that as when the chopper has actually "exploded". So if a chopper is destroyed with an RPG in the air and crashes in the water, the effect will be instantaneous. But the most part, the chopper will "explode" when it hits the water, as witnessed, there are times where it doesn't.
Logged

I am actually flying into a star... this is incredible!
ColonelSandersLite
*
Offline Offline



WWW
« Reply #5 on: 12 Apr 2007, 12:20:26 »

You could use a waitUntil to wait until the chopper is at 0 altitude before continuing with the splash.  Something like this:

Code:
waitUntil {(_chopper getPos select 2) <= 0.5};
Logged

Everything I have released for ARMA can be found here.
Mr.Peanut
Former Staff
****
Offline Offline

urp!


« Reply #6 on: 17 Apr 2007, 15:46:28 »

Only if the _chopper variable persists after the chopper is dead?
« Last Edit: 17 Apr 2007, 18:55:49 by Mr.Peanut » Logged

urp!
Vigilante
*
Offline Offline



WWW
« Reply #7 on: 04 Sep 2008, 12:27:57 »

waitUntil {((!alive _chopper) && ((_chopper getPos select 2) <= 0.5)) || ((_chopper getPos select 2) <= 0.5)};

?

maybe put the last position of _chopper into a globalvariable and use that in the script and remember to kill the globalvariable after use in the splash script.
« Last Edit: 04 Sep 2008, 12:33:05 by Vigilante » Logged

a.k.a. PhilippRauch

check out my Addon Wiki http://www.vigilante-systems.webs.com (WIP and outdated Tongue)
http://www.youtube.com/user/vigilante-systems
Pages: [1]   Go Up
  Send this topicPrint  
 
Jump to: