OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: MOC_XIII on 28 Feb 2005, 04:33:29
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I was wondering how do you make multiple MG's on one plane? Example: B-17 Momber in WW2? Anyone know? ANYONE KNOW HOW?
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its impossible :(
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make an addon model
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It doesn't matter what you do, its still impossible. This is one of the most famous problems in OFP editing.
I have a vague recollection that somebody somewhere did manage to create an addon that faked it in some way, but I'm not sure.
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I did try putting an (extrememly) poor M2 onthe back of a Pe2 bomber using the 'MGs on vehicles' script. It actually worked. But not too well. The M2 stuck out of the top of the bomber, and if you shot downwards too much it blew up the plane. :-[
However, I can sucessfully say I shot down a Me109 with a MG mounted on a flying bomber ;D
Try it, and see what I mean.
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Ah yes, doing that you could add as many MGs as you want.
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Hey, I just had an idea.
What if the plane wasn't moving? Would multiple turrets work then?
Like, if the plane was hovering there like in the HALO script in the script beta testing forum.
Then you might be able to walk about the bomber aswell ;)
Also, if that worked, it would make bomber missions possible. Instead of having a plane that flys across the map in 30 seconds, the bomber could start over is target at 2000m height, stay there, and after a certain time limit has passed, the plane drops its bombs, mission complete. The player would never know ;D
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You wouldn't notice that your planbe juse suddenly gets stuck in mid air? :-\
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Col. Klink has in fact broken this OFP barrier.
Take a look here (http://www.dc3d.co.nz/Utopia/huckens/Readme.htm) to see his PT boat with multiple gun positions.
Wadmann
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@Wadmann
Yeah, they're what everyone basing this one I think. But boats and tanks work differently to planes unfortunatly :-\
@XCess
Believe me, you wouldn't. ;)
Take away the players map, so he can't use that.
Up at 2000m you can't see the ground.
If the engines are running, and maybe some wind sounds are put in, theres no way of telling the difference. ;D
Try the HALO script on the scripts page, where you can walk about in the back of the C-130. Imagine it in a B-17 or something ;)
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the reason it works on boats (only boats) is that they never pitch on the z axis, due to the fact that water stays flat. On normal terrain, the gun will continue to face straight ahead (at a 0 degree angle) even when the tank is going up a hill
planes are even worse because they pitch on every axis in every way possible
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I know, thats why I think if the plane wasn't moving (ie not banking at all) might work ;)
Oh, and it does work on tanks. Its been proved ;D
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Oh, and it does work on tanks. Its been proved
Indeed... ;)
The other problem for planes would be the vastly higher speed they travel than for example a boat or a tank...
Several hundred km/h + slight lag/desync would most likely 'detach' the setpossed MG from the plane, even if somebody would come up with and idea for the setpossed MG to pitch/bank with the plane...
Also, setpossed things get a bit misplaced when a plane/chopper flyes over water, don't know why that happens....
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OK, i've made progress. :)
I adapted a C-130 so it has 3 MG's on it (left waist, right waist, tail), and you can shoot from all of them whilst the plane is 'moving'. ;)
I have pics of it, but they're too big to attach to the post, and Freewebs is playing up again. Anyone who wants to see them just message me.
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Just throwing ideas out here...
Also, setpossed things get a bit misplaced when a plane/chopper flyes over water, don't know why that happens....
Maybe its cause of elevation changes under water? Seems that almost all islands drop off significantly after you go out in the water a few meters or so. (I guess all OFP islands were made of volcanoes... :D ::))
Or maybe its that any non flying non floating objects don't like being over water or in the air. :-\
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Maybe its cause of elevation changes under water?
Well, the elevations change on land too...
And all the setpos scripts made for these kind of things use HASL of sort, so maybe that returns a bit distorted value over water... Dunno...
This misplacement can be seen on the Mi-something chopper released a couple of months ago (Our Weapons?? Or somebody..)...
The one in which you can drive for example a BMP in and transport it with the chopper...
If you accelerate 'violently' over water sometimes the cargo slowly 'oozes' through the cargobay floor and eventually either explodes in the chopper or drops through the floor...
As far as I remember this does not happen over land...
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If you accelerate 'violently' over water sometimes the cargo slowly 'oozes' through the cargobay floor and eventually either explodes in the chopper or drops through the floor...
Dunno why but oozes sounds like a weird word to use with solid objects... :P But, I've had similiar expierences with the BAS MH47. If I put the wrong kind of cargo that wasn't supported in the cargo bay and took off, the heli would act like it could not get the arse end of the vehicle off the ground. Eventually the car would shift its way out the door and leave me with a very "light" heli that would "bound" into the sky... :P ::)
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I.ve had experience of differences in height of objects over land and water.
I was setposing lights at the lamposts on a bridge, this worked beautifully when over land, but as soon as the bridge went over water the heights of the light sources went up about an extra few metres.
Even trying to compensate for those bridge pieces that went over water did not work
The height went from high to low with just a change of about 0.1 metres. You could never get it to sit at the lamp it was either 20 metres higher or sitting just above the road surface.
I gave up in the end.
Planck
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Dunno why but oozes sounds like a weird word to use with solid objects...
;D
And that's exactly why I used that word... :P
as soon as the bridge went over water the heights of the light sources went up about an extra few metres.
yeah, the bridges in OFP defy the OFP physics engine apparently...
If you take for example some tank burning script, apply it on a tank and blow up the tank on a bridge the 'tank fire' appears on the water....
This can be 'fixed' (overcome, beaten, etc... :P) in MCAR code there's somewhere hidden a way to do this, just can't remember where/how...
At least there should be... ::)
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Hmm.....people seem to have gone off this topic. :P
So heres some pics of the C-130 with .50 caliber guns.
http://www.freewebs.com/gregneath/Plane1-medium.png
http://www.freewebs.com/gregneath/plane2-medium.png
http://www.freewebs.com/gregneath/plane3-medium.png
They're abit small, and you can't really see the writing, but all it explains is that the .50cals are fully functional, and the AI use them very affectively.
I put 10 of these adapted C-130's and opposed them with 20 Me109's, me as one of the pilots. After 5 minutes 5 C-130's were dead, and 19 Me109s had been shot down before I died. ;)