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Author Topic: Empty bullet cartridges everywhere!  (Read 4767 times)

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OberstSponz

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Re:Empty bullet cartridges everywhere!
« Reply #15 on: 20 Sep 2003, 14:53:21 »
Hi MIFred,

way to go, this is what I have been originally looking for. Specially interesting as you can modify the size of the cartdridge that easily. This allows for different purposes like 7.62 cartridges as well as ones from tanks, still smoking after being ejected using another Drop-effect.
I like the cartridges I have been using so far as they are a little bit more shiny whereas the built-in nabojnice is kind of dull. And the resize function of the drop command is really interesting to avoid creating another addon!

Thanks for the idea!

OberstSponz

Offline MI_Fred

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Re:Empty bullet cartridges everywhere!
« Reply #16 on: 21 Sep 2003, 00:03:17 »
It only works in theory tho. I'm not too sure but can you check if the real cartridge coming out can be caught with nearestObject? Then it should also be going away from the shooter... hmm yes pretty basic fired eventhandler stuff... and when the cartridges height is less than 0 or it isNull, then you'd drop that one. Only thing is, it sticks out like that in a random angle even from concrete  :-X And with that lighting effect, not so pretty.
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.

OberstSponz

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #17 on: 21 Sep 2003, 18:34:58 »
Funny that you mentioned that with the nearestObject. It's exactly what I tried to find out the objectname. However, it resulted in either the bullet itself or in something completely useless, but never in some secret "nabojnice" object.

I have figured out how to correctly determine the endposition of ejected shells depending on the direction of the player (hail to the sin() and cos() functions) and I am going to leave it like this, together with the shiny addons I made from INQ's weaponpack.

I have tried to redefine the properties of the existing shells, but guess what happens: they don't just lie around after hitting the floor but the shoot up into the skies like a rocket. You will still not see any shells, but occisionally you'll see one shooting up to heaven  ;D

OberstSponz

Offline Doolittle

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Re:Empty bullet cartridges everywhere!
« Reply #18 on: 22 Sep 2003, 17:20:59 »
DUDE THAT RULES, MI_Fred!  THANKS!

Doolittle

Komuna

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #19 on: 24 Sep 2003, 11:03:12 »
God Dammit! >:(  <----- Edit ---- Unacceptable abuse of authority in consequence of my ignorance. This way, I hereby condemn it and leave it clarified that it won't happen again.

NearestObject can't be used to detect the "nabojnice" object, unless it was loaded as a config defined object!!! U can't pic DROPped objects as if they were units. What you can really pic with NearestObject is the FXcartridge, which model is, indeed, the "nabojnice"!

So, why don't you detect the cartridge from a fired gun and, as it disapears on the group, you camCreate/VehicleCreate a redefined shell, lets say, the "OberstSponzCart", as I already told you!

And if it's not possible to pic the fired cartridge, then use your script to place the Addon in the right place!
« Last Edit: 25 Sep 2003, 13:24:29 by Komuna »

OberstSponz

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #20 on: 25 Sep 2003, 00:35:33 »
Komuna,

looks like you missed a good deal of the discussion somehow, so there is no need to curse here, really.
1. In the beginning nobody clarified that there is no cartridge object. Meanwhile it is understood that there is only a FXCartridge object (and that's an effect, not really a static effect) using the "nabojnice" model.

2. I have made 2 addons with the shiny shells from the INQ Weaponpack and I figured out the algorithm how to correctly place them relative to the gun after the shot. After the FXCartridge effect, they're just created.

3. >the "OberstSponzCart", as I already told you!
I thought I replied to that already. The problem with just adjusting the parameters was that then the shells have a problem with gravity and don't stay there oin the ground but bounce around like crazy.

This discussion included a process of discovering what's possible or not and what's the best way of realizing it and everybody including yourself contributed to it, so don't end it by shouting around, please.  8)

Komuna

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Re:Empty bullet cartridges everywhere!
« Reply #21 on: 25 Sep 2003, 13:27:25 »
*Cough*

Well, you're completly right! (See edited post)

So, what are we missing to have this topic solved?

OberstSponz

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #22 on: 25 Sep 2003, 19:04:55 »
Well, basically we're happy customers  :)

I have offered to share the addons with anybody, but there was little interest (I still like them).

Hm, now I need to associate a drop sound with them. Any idea to point me in the right direction with this? I have two sounds available already but I am not sure how to go about playing them whenever this addon is created. Thanks for any input.

OberstSponz

KyleSarnik

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Re:Empty bullet cartridges everywhere!
« Reply #23 on: 25 Sep 2003, 20:47:42 »
Hmm sounds cool. Is there any way to use the default "nabojnice" shells? I didnt really figure out if you could or not by reading the previous posts....

OberstSponz

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #24 on: 26 Sep 2003, 13:26:27 »
Yes, it's kind of confusing if you only read the messages.

So, what did we accomplish:
1. "Nabojnice" is not an object that can be used but only a 3d model used by an animation called "FXCartrdige"
2. Tweaking the settings to not let the "nabojnice" not disappear when it hits the ground results in crazy 0-gravity objects = not usable.
3. I have made 2 new addons using 3rd party shell models, these work fine.
4. I have implemented an eventhandler that places empty shells correctly whenever a player fires.
5. It looks nice, check out my attached picture in one of the above posts ;)

OberstSponz

Komuna

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Re:Empty bullet cartridges everywhere!
« Reply #25 on: 26 Sep 2003, 15:35:21 »
2. Tweaking the settings to not let the "nabojnice" not disappear when it hits the ground results in crazy 0-gravity objects = not usable.

Indeed, I had reasons to be a litle angry.

Why don't you use the "nabojnice" model in a different class... lets say the same class as a table?

OberstSponz

  • Guest
Re:Empty bullet cartridges everywhere!
« Reply #26 on: 26 Sep 2003, 21:29:27 »
Komuna, well not really, further up I wrote already why:

"I like the cartridges I have been using so far as they are a little bit more shiny whereas the built-in nabojnice is kind of dull."

That's why I chose to stay with the INQ shells although you're right, I could have created the same addon using the "nabojnice" object.

OberstSponz

KyleSarnik

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Re:Empty bullet cartridges everywhere!
« Reply #27 on: 27 Sep 2003, 22:32:57 »
Well this script/addon (whatever you wanna call it) could be very usefull for a cutscene in one of my missions. But since all of the weapons (JAM) use "nabojnice" shells and I would want it to look realistic.....