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Author Topic: AC130 Script - Beta  (Read 10153 times)
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LurchiDerLurch
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« on: 05 Apr 2010, 16:09:05 »

http://forums.bistudio.com/showthread.php?p=1635824#post1635824

Have fun,

Lurchi
« Last Edit: 18 Sep 2010, 15:06:56 by LurchiDerLurch » Logged
Mandoble
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« Reply #1 on: 05 Apr 2010, 18:18:39 »

A note to start with, click on "Datei aufrufen" to download the corresponding files.
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kju
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« Reply #2 on: 05 Apr 2010, 18:36:27 »

Excellent job LurchiDerLurch.  Good

By far the best AC130 script available for a2 atm.  Smiley
Very fun to use and very well made from the first test.

A few comments:

The 40mm sound is very nice! For the 25mm and the 105mm it would be cool to find something more powerful.  Tongue
The reload sound of the later and the voices are a bit too silent IMO.

Do you get the jumping camera too?

I am very interested to integrate it into our AAS game mode.
Is that possible? What is your license please.
In return I can make it MP compatible. It'd to be usable via player
controlled AC130 too. Means both pilot and gunner must be humans.
But that should be rather simple to add or do you see problems with that?

Did you compress the paa with texview2/palpace?
Or did you try a smaller resolution. Pretty big they are.

Also I think at least the sounds should be outsourced to an optional client side PBO.
Unfortunately another 1.5 MB is too much here as part of the mission.

Where do you have the sounds from if I may ask.
Or in other words can they be used freely?

Is it currently possible to reload the AC130 somehow with a ammo truck?



Technical questions:

setScreenPos could be a local function or not?

waitUntil {(ac130_initComplete)}; => waitUntil {sleep 0.1; (ac130_initComplete)};
Best to add a slight delay at least in waitUntil.

Why do you do again and again 'finddisplay 1000' instead of assigning the return to a local variable?

To make the gun sounds be heard in MP instead of playSound the command createSoundSource
should work best. But everyone needs to have the sound file in that case.

A/W/S/D seem to be for some camera use - future feature?


Once again superb work and very much looking to your updates!  Clapping
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LurchiDerLurch
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« Reply #3 on: 05 Apr 2010, 19:08:24 »

ok, first of all english is not my first language ^^

Thanks for your feedback  Smiley

The 40mm sound is very nice! For the 25mm and the 105mm it would be cool to find something more powerful.  Tongue

- Yes, need some sounds. Very hard to find some... maybe a gatlin gun sound for the 25mm?  Scratch Chin

Do you get the jumping camera too?

- Yes, but only in third person view? I think I was able to fix them in first person view. This got something to do with the altitude of the camera...

I am very interested to integrate it into our AAS game mode.
Is that possible? What is your license please.

- No problem, maybe mention me Cheesy

In return I can make it MP compatible. It'd to be usable via player
controlled AC130 too. Means both pilot and gunner must be humans.
But that should be rather simple to add or do you see problems with that?

- I'm not very familiar with multiplayer... I think the particles are the biggest problem?
Attaching the camera to a plane would be no problem...

Did you compress the paa with texview2/palpace?
Or did you try a smaller resolution. Pretty big they are.

- I used texview2... I know they are big but i wanted nice quality ^^ We can make them smaller if it's necessary.

Also I think at least the sounds should be outsourced to an optional client side PBO.
Unfortunately another 1.5 MB is too much here as part of the mission.

Huh? what you mean? ^^

Where do you have the sounds from if I may ask.
Or in other words can they be used freely?

- The speakers are from Call Of Duty 4  Cheesy I wanted some atmosphere but I don't think it's too freely...

Is it currently possible to reload the AC130 somehow with a ammo truck?

- If you're able to land it... now it's just the script that "flys" it... checking the distance of the AC130 and the ammo truck and then changing the variables would me no problem.

setScreenPos could be a local function or not?

- You mean the one in the ac130_troops.sqf? Yeah, it's only used in this function as far as I remember...

waitUntil {(ac130_initComplete)}; => waitUntil {sleep 0.1; (ac130_initComplete)};
Best to add a slight delay at least in waitUntil.

- Thanks for the advise. Didn't know that... Smiley

Why do you do again and again 'finddisplay 1000' instead of assigning the return to a local variable?

- Because it was working and I hadn't time to "clean" all my scripts... had enough to do until now ^^ I plan to make the whole script much more... uh "better" ^^ for example more local variables...

To make the gun sounds be heard in MP instead of playSound the command createSoundSource
should work best. But everyone needs to have the sound file in that case.

- As I said I'm not very familiar with MP scripting... glad about every advise. Smiley

A/W/S/D seem to be for some camera use - future feature?

- Yep, you can change the radius and the speed but it just changes the variables and I didn't liked it that much ^^ I want to make it look more realistic.


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Kremator
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« Reply #4 on: 05 Apr 2010, 21:12:27 »

This is a lovely script...... looking forward to updates!  I noticed that the aiming was slightly off .... by design?

Although I hear what kju is saying about having it for 2x humans ... please also leave it as it is in AI control of the circling.  Also when moving from one location to another is it possible to have it move smoothly instead of warping to the new position ?

Anyway, I'm going back to take out some more enemy Smiley  GOOD WORK !
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LurchiDerLurch
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« Reply #5 on: 05 Apr 2010, 22:06:26 »

This is a lovely script...... looking forward to updates!  I noticed that the aiming was slightly off .... by design?

Although I hear what kju is saying about having it for 2x humans ... please also leave it as it is in AI control of the circling.  Also when moving from one location to another is it possible to have it move smoothly instead of warping to the new position ?

Anyway, I'm going back to take out some more enemy Smiley  GOOD WORK !

what du you mean with slightly off? You can only aim 90° to the left and 90° to the right, because the guns are on the left side. do you mean that? You can enable 360° view in the "ac130_action.sqf" function Wink
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Mandoble
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« Reply #6 on: 05 Apr 2010, 23:13:33 »

Very nice work Lurchi  Good
The only drawback is what you will fix for next release: plane teleportation. Everything else seems to work finely.
It should be already quite MP compatible, except for the firing smoke effects, you can execute that block using setVehicleInit and ProcessInitCommands to ensure that is executed everywhere.
Aside of that, the other thing that might be missing is detecting whether a located vehicle can really be seen from the plane (clean LOS).
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Kremator
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« Reply #7 on: 05 Apr 2010, 23:55:00 »

No, being slightly off I mean that my rounds were always landing to the right of the crosshairs.  The explosion from the 105mm was centre of the crosshair but the round looked like it went off to the right.

Does that make sense?  Are the rounds meant to be off-centre (due to movement of the aircraft?)

As Mandoble says, plane teleportation needs work for next release but it already looks / feels lovely.

Any chance of longer radiochatter from real AC130s?  The loop is a little short.
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LurchiDerLurch
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« Reply #8 on: 06 Apr 2010, 11:29:28 »

The plane teleportation will be fixed. Actually the code is already in the script ^^

The problem with the 105mm:

The 25mm and the 40mm really fly from the aircraft to the ground with setVelocity. The plane continues flying so it just looks like the bullet goes to the right...
The 105mm doesn't like the setVelocity... it just doesn't work :/ So I used the screenToWorld here and wait until the bullet hits the ground  Tongue

All the sounds need some overwork but it's really hard to find one. And I'm not really happy with the original sounds from COD4 ...

Thank you for your help Smiley
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Gnat
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I Bite!


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« Reply #9 on: 06 Apr 2010, 12:53:49 »

Nice addon, well done.
I too add the comment that the rounds travel to fast to the target.
In real life there is lag between firing and impact at the distances involved.
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LurchiDerLurch
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« Reply #10 on: 06 Apr 2010, 13:19:15 »

yeah but in real life the ac130 flies much higher ^^

btw: is the HUD working with every screen resolution? Because I have 1650x1050 and I always used the commands "safeZoneX", "safeZoneY" etc to ensure that it works fine on every resolution... I hope everything is displayed correctly Smiley
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Kremator
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« Reply #11 on: 06 Apr 2010, 14:59:46 »

Have advertised this thread on BIS forums.  There should be many visitors to this thread Smiley

Keep up the good work mate!  A lot of people VERY happy about this.

Could you make a few more missions as well ?

Thanks

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Noobinator
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« Reply #12 on: 07 Apr 2010, 01:26:26 »

Awesome addon! Congrats on the release dude!


Just quick question, are you gonna make gore script for units for when they are hit by cannon fire?
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swtx
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« Reply #13 on: 07 Apr 2010, 01:52:03 »

WOW !! Good Clapping Seriously...WOW!! Yes

What a great addon !!

I'm looking foward to updates.


I have some firing sounds for the 105 Howitzer, the Bofors and the 25mm cannon.  

You can grab them http://rapidshare.com/files/372867851/AC130_Firing_Sounds.rar.

I keep a very extensive database of sounds on my hard drive.  If you like them use them.  Be sure to back up the original sounds incase you dont like these.

PS,

The Bofors sound I used is from a real Bofors cannon.
 Cheesy
« Last Edit: 07 Apr 2010, 02:03:01 by swtx » Logged
Kremator
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« Reply #14 on: 07 Apr 2010, 10:45:25 »

Thanks swtx.

I also can't wait for the next beta from Lurchi !

It has really generated a LOT of interest.
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