OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Triggerhappy on 06 Sep 2005, 00:45:49

Title: Sliding Plane Crash
Post by: Triggerhappy on 06 Sep 2005, 00:45:49
does what it says. when the planes health goes down to .4 or below, it will fall to the ground and then slide accross the ground for a bit
to call the script:
Code: [Select]
[this,[safe position on the map]] exec "planecrash.sqs"in the planes init field
(http://img78.imageshack.us/img78/2610/crash18dz.jpg)

(http://img283.imageshack.us/img283/7915/crash29vk.jpg)

(http://img283.imageshack.us/img283/4395/crash38px.jpg)

i have to admit it causes a bit of lag(from the explosions), and i need to clean it up a little, but, its a beta, so tell me what you think!

(sample "mission" included)

just uploaded to the editors depot
Title: Re:Sliding Plane Crash
Post by: OFPfreak on 06 Sep 2005, 04:11:33
Looks pretty good! Since I've got nothing to do I'll test it.
Title: Re:Sliding Plane Crash
Post by: penguinman on 06 Sep 2005, 05:41:29
hey, wassent that somthing i told you a while ago to do?

nm, just glad its here ;D
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 07 Sep 2005, 00:58:51
hehe, yes it is actually, i finally pulled it back out a hacked it into shape  ;D


EDIT:
New version:
made the slide longer, decreased lag significantly
Title: Re:Sliding Plane Crash
Post by: NightJay0044 on 07 Sep 2005, 02:59:42
Hey TriggerHappy~
Great script, not as much lag anymore. It's not view screen is not slow anymore when the plane hits. The one problem I noticed was that once the plane hits and blows up, the pilot still happens to be alive in my game/pc. He just stands there after the plane blows up. Thanks...You may post it on our site under Downloads, maybe under downloads, create a new link, saying "scripting" or something, be creative...
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 07 Sep 2005, 04:18:45
it randomly decides who lives/dies/ takes dammage/how much and that is weighted based on the seriousness of the crash

I'm not very sure of how realistic the weighting is but it seemed good to me
Title: Re:Sliding Plane Crash
Post by: The-Architect on 07 Sep 2005, 06:20:50
If yopu think he should die then kill him either in the script or in your own. It's not hard.
Title: Re:Sliding Plane Crash
Post by: OFPfreak on 07 Sep 2005, 06:48:51
I think the plane goes down too fast when it crashes. Try removing the fuel and readding it when its 1 meter above ground.
Title: Re:Sliding Plane Crash
Post by: klavan on 07 Sep 2005, 13:51:09
If the pilot has to live you can eject him before the plane goes down.
There are some nice ejecting scripts in the depot, if I'm not wrong.

However, nice script!
Klavan
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 07 Sep 2005, 21:57:53
everyone in the plane is set away from the action by the script, and then placed back in at the end, so that some may live or just take dammage or die, which is all done manually

@ofpfreak
the plane falling has nothing to do with fuel, its all done with set velocity, but what do you mean too fast? do you think it should come down at a shallower angle? that would be easy enough to do, but i'll wait and see what everyone else thinks

what do you guys think of a little extra eye candy? perhaps randomly turn the the plane slighty to one side as it slides? or any other ideas?

*LATEST VERSION AT TOP POST*
Title: Re:Sliding Plane Crash
Post by: The-Architect on 08 Sep 2005, 00:45:56
I have to agree that it comes down too fast also.
It looks un-natural. Plus you should script the pilot to act like it would normally. What I mean is, have the pilot bail out if his plane reaches the required amount of damage. However if the plane is hit by a SAM which normally kills the pilot, leave his ass in the doomed jet.

I want to use the script in my new mission but one of the side quests is to rescue the downed pilot. At the moment your script isn't plug and play enough for me to use because of what I just said.
Title: Re:Sliding Plane Crash
Post by: penguinman on 08 Sep 2005, 00:50:05
well, it looks good but, it does look a little unatural,

is there any way for you to make it detect the angle the plane hits the ground at, like if the players driving, because at that angle that the plane hit in yours i thing it would just explode. also any way to leave the pilot inside the plane, after it crashes?
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 08 Sep 2005, 01:01:07
alright i will fix the falling
how about for keeping people alive i add a 3rd optional parameter that allows you to tell the script which units to keep undamaged, and i will also add an editable boolean inside the script to keep the units in the plane or bail them out after it crashes, as far as ejecting in the air, what do you think would be a good height for them to be able to do that when they get shot?
like if they start going down as low as they are in the example mission, i doubt there would be time to eject...but if they were flying higher there would be time to bail out before crashing
Title: Re:Sliding Plane Crash
Post by: penguinman on 08 Sep 2005, 01:13:17
1st off, with an ejection seat, like in modern jets, your plane can be on the ground when you eject and youl be fine.

also, it kind of looks like the plane is being dragged along the ground. would it be possible to make the slidding a little more natural?

thanks
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 08 Sep 2005, 01:27:56
could you explain what you want more about the sliding part? i'm not sure what you want me to do to it....

and for the ejection, thats not how the original bis planes work, so most important to me is making it work with the originals....
Title: Re:Sliding Plane Crash
Post by: penguinman on 08 Sep 2005, 01:40:40
ya your right about the eject part.

about the sliding;  i dont know how you would fix it, it looks unnatural,

you could use an equation probably.

just find out the planes starting speed, factor in ofps friction values, and then you could get the deaceleration due to friction number. like aceleration is in meters per second per second, right. so wouldnt deaccel be the same. and if you find the deaccel value in an equation, you can plug that into the script and get a more realistic. or is that not possible.


good work
Title: Re:Sliding Plane Crash
Post by: The-Architect on 08 Sep 2005, 01:42:30
If you want to pilot to be able to eject from any height, take a look at the ejector seat script and see how he did it. Here's a link.

http://www.ofpec.com/editors/resource_view.php?id=210
Title: Re:Sliding Plane Crash
Post by: penguinman on 08 Sep 2005, 01:45:02
lol, dont overwork the poor guy,

i think we shud just woory about the crash n sliding part before we add ejector seats
Title: Re:Sliding Plane Crash
Post by: OFPfreak on 08 Sep 2005, 02:22:44
Well, I don't know if anyone else has the same problem, but what I ment was, it looked as if the plane was boosted down with a setvelocity command of [0,0,-500] wich looks pretty unrealistic if a plane was just cruising his altitude before the crash. I can't really explain :(!
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 08 Sep 2005, 03:57:37
lol guess what ofpfreak, it was a lowly -.2 on the setvelocity :wow:

i'd be happy to throw in ejector seats once i have the basic script down

penguin, don't discourage him, this is what beta testing is for!
Title: Re:Sliding Plane Crash
Post by: The-Architect on 08 Sep 2005, 04:52:58
That's how it looks to me to ofpFreak
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 08 Sep 2005, 05:16:34
i've dropped it down to -.05 but have yet to test it, and i still need to add in the other suggestions (not the ejection seat just yet!)
Title: Re:Sliding Plane Crash
Post by: The-Architect on 08 Sep 2005, 18:26:41
Well, keep going Triggerhappy 'cos this has real promise.
Title: Re:Sliding Plane Crash
Post by: penguinman on 09 Sep 2005, 00:54:48
sorry Architect


I didnt know triggerhappy can handle so much at once.

and speaking of handling a lot Triggerhappy,

you could take a look at this? ;D

http://www.ofpec.com/yabbse/index.php?board=10;action=display;threadid=25482
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 10 Sep 2005, 00:08:27
lol, a bit off-topic there... ;D

Here's what i've decided on changing for the script:


slow the drop speed........done

keep everyone in the plane unless they bail (don't scatter them afterwards)

kill everyone in the plane who didn't bail

try to fix the sliding as best as i can

 hope thats what everyone's looking for...
Title: Re:Sliding Plane Crash
Post by: The-Architect on 10 Sep 2005, 03:51:58
did you think about incorperating the eject bit in?
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 10 Sep 2005, 04:11:20
that comes later, right now i'm worried about the basics, i'll add the extra later, and the ejector seats will be put into a second script so you can do it either way
Title: Re:Sliding Plane Crash
Post by: penguinman on 10 Sep 2005, 04:11:23
Quote
kill everyone in the plane who didn't bail


i like em all but that one,

cant you find a way to make it so like some die, some get injured and some no dammge, and then they all have to climb out of the plane.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 10 Sep 2005, 04:24:53
that was my original intention, but i can't have them crawl out because if you're in a dead vehicle you're dead, and no amount of scripting can change that.  the problem is that different people have different wants and needs, and i don't want this script to take 6 parameters just to run, its too much of a pain in the ass to do call scripts with that many, so i'm trying to streamline as best i can

if everybody decides on one option i'd be happy to put whatever you guys want, after all, if i wanted it to work a certain way for my own use i could easily change it however i want.

so if you want, i could put this on hold, and let you guys come to a decision on a "most desired" set of features for this, and then i'll set up the script for those features, or i could put an assload of parameters. Like i said, i'm setting this up to be community friendly, so what you all want is what you'll get on it
Title: Re:Sliding Plane Crash
Post by: The-Architect on 10 Sep 2005, 05:45:19
On Hold? No way dude.  :o

There's a tailrotor failure script out there which allows some people to survive the crash randomly why not see if it's applicable?
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 10 Sep 2005, 17:36:01
the original script had that

but i can't have that and keep people in the plane
so its gotta be one or the other
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 11 Sep 2005, 02:35:33
NEW VERSION @ 1ST POST
version .94:

*fixed plane descent
*fixed sliding
*made survivors prone when they get out of the plane
*no lag!

stll to come:
*ejecting
*extra "mandatory survivors" parameter to keep important people alive
*ejector seat version
*eye candy?
Title: Re:Sliding Plane Crash
Post by: Homefry31464 on 11 Sep 2005, 02:59:15
Good script so far... just downloaded it and it seems pretty neat.  The only thing I would do is change where the explosion under the plane is slightly each time.  Instead of it being directly under the plane, perhaps have the explosion happen just slightly to the left or right of the plane... it would probably make the plane move around a little... I'll explain more if you don't quite understand.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 13 Sep 2005, 03:26:17
homefry why did you kill the thread?? ;D

does nobody have any comments on this anymore? ??? :P :-\
Title: Re:Sliding Plane Crash
Post by: trinec on 15 Sep 2005, 05:44:09
Hey triggerhappy if you still need a beta tester let me know i like when someone try's to add a bit more reality into ofp.  

trinec
Title: Re:Sliding Plane Crash
Post by: The-Architect on 15 Sep 2005, 18:05:13
Dude I'll give you more feedback once you've fixed the ejection issue.
I have an airplane in my latest mission which would greatly benefit from this script. Only trouble is that a big part of the mission comes when and if the pilot is shot down.

If you sort it I'll probably use it.
Title: Re:Sliding Plane Crash
Post by: trinec on 16 Sep 2005, 02:41:41
One thing I noticed and I dont know if it can be changed or if its part of the way the script works but when the plane ends up in its final position its landing gear is down so its sitting their on its wheels after if blew up.  Maybe have the landing gear go up before it is at it's final landing spot so more of a belly slide then a landing.  

Also just realized it is only working properly with the bis a-10  the bis su25 only crashes no slideing as well as any 3rd party aircraft addon.
Title: Re:Sliding Plane Crash
Post by: The-Architect on 16 Sep 2005, 08:48:59
The gear down is part of the destroyed model I believe. There's nothing TriggerHappy can do about it.
Title: Re:Sliding Plane Crash
Post by: trinec on 16 Sep 2005, 11:36:57
hmm ya i wondered about that i was messing with his script and no matter were i added the vehiclename action ["Land gear"] command it didnt  do anything different I know it would have to be added after the unit is dead because if he was still alive before hand he would just lower the gear again.  But I did see in the script were it turns off the pilots ability to control the plane but if the destroyed model will always have its gear down then it doesnt matter anyways.   I tried messing about with that old ejection seat script and at which point would it look nice to see the pilot eject if he ejected before the slideing loop finished it wouldnt do the slide right (no pilot) so it would have to be he ejects if he is still alive since it has the random dead or alive part of the script.   KInda like he ejects before the final explosion if he wasnt randomly killed.    
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 17 Sep 2005, 18:17:36
i noticed that too, if you look, i believe it still has the land gear command in it from when i was trying to fix that.  as for the sliding not working on other planes, i think that may just be a problem with the height i used for the sliding, which i'll take a look at...
Title: Re:Sliding Plane Crash
Post by: penguinman on 17 Sep 2005, 19:35:14
if you dont want to see the landing gear after it is stoped and dead, just setpos it a little into the ground,
Title: Re:Sliding Plane Crash
Post by: trinec on 17 Sep 2005, 21:14:24
penguinman now thats an idea haha don't know why i didnt think of that one.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 17 Sep 2005, 23:35:06
i'll give that a try, but it might look funny on bigger planes

EDIT:

MERRY XMAS ARCHITECT!!!!!!! :o :o :o :o

ejecting!

AT TOP POST
Title: Re:Sliding Plane Crash
Post by: trinec on 18 Sep 2005, 03:15:49
i downloaded 95 version the plane will no longer skid on the ground if the pilot ejects before the plane starts the skid or is this change the new way that the script is meant to be..  Oh and i did test this with a friend in multiplayer way too much lag the explosion happens too many times.  But I wasnt sure if this will ever be mp compatible or if its only going to be for single player missions.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 18 Sep 2005, 03:20:46
it worked for me...
hmm


odd, it seems that without a pilot the plane goes sideways and the script fails to work properly...
Title: Re:Sliding Plane Crash
Post by: trinec on 18 Sep 2005, 04:02:53
yep i put that in one of my previous comments in this forum with no pilot the plane crashes straight down and no slideing as you see ive really been testing this alot hehe I think its a really good idea the most i could get it to do was to have the pilot eject after the plane is stopped and if he was randomly chosen to be alive I wasnt sure how to have him eject with out calling the old eject script from your script im no scripting  guru but i can figure out some stuff

trinec
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 18 Sep 2005, 05:29:47
ok, thanks to help from fragorl, i figured out that i could create a dummy pilot to control the plane as it crashes, the only problem is deletevehicle and setpos don't seem to be working on him... so i can't get him out of the plane...

AT TOP POST

what i have so far:
*the basic crash, descent/sliding works
*optional ejecting
*optional killing of player

what i need to add:
*need to get the dummy pilot out...
*keep important people alive (parameter)
*ejector seats?
*extra eye candy?

what do you think?
Title: Re:Sliding Plane Crash
Post by: trinec on 18 Sep 2005, 07:25:02
Hey ya need to change this line

  ?(getpos _plane select 2) < 6:_fakepilot setpos [0,0,0]; deletevehicle _fakePilot


to this    

?(getpos _plane select 2) < 6:fakepilot setpos [0,0,0]; deletevehicle fakePilot

I didnt see fakepilot being created as an variable _fakepilot   its created as a unit with the name fakepilot

"SoldierWB" createUnit [[0,0,0], group _pilot, "fakepilot = this", 1, "corporal"]    is the line that creates the fake pilot thats in your script

if you do any more eye candy it doesnt need to be any more explosions I think that looks good enough other then the way the plane looks when it ends up sitting there like it landed but guess we cant have everything hehe.   What about having a burning engine in the air before it crashes to simulate engine problems or something like that a reason for the plane to crash etc.  The pilot is already ejecting so unless you make your own ejector seat model or use someone elses  then not much more you can do with the ejecting.   Keep important people alive?  
Title: Re:Sliding Plane Crash
Post by: The-Architect on 18 Sep 2005, 08:15:49
It's looking good man. Very good.  ;D
Title: Re:Sliding Plane Crash
Post by: Fragorl on 18 Sep 2005, 10:16:22
woops, that was my mistake. I accidentally put a _ in deletevehicle _fakePilot. Well spotted trinec!

Trigg, I also recommend you change the name FakePilot to something like TRIG_fakePilot (or whatever your tag is), to prevent conflicts/adhere with ofpec policies ;D.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 18 Sep 2005, 20:57:32
Newest version(0.97) @ top post:

fixed the dummy pilot problem (and it should work with multiple planes)
Title: Re:Sliding Plane Crash
Post by: trinec on 18 Sep 2005, 23:17:57
ok Ive not figured out were for sure but i believe in the #slide section after the plane is crashed something is keeping the plane in a hover position above the ground its hard to tell on the standard bis plane due to the wheels being down but on other aircraft its noticeable because the wheels go back up after the crash .   So if its figured out why its in that hovering mode which i think is a setpos command in the script somewhere and get that fixed i think then we could have it setpos into the ground to look more like a crash.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 18 Sep 2005, 23:23:49
right now the height is .3 m..but i can try setting them lower...
Title: Re:Sliding Plane Crash
Post by: trinec on 19 Sep 2005, 00:38:27
I should have put an entry in here also to keep track of whats going on anyways I think when the plane is finally stopped and the explosions have gone on the plane seems to be stuck above the ground when using diseal's a10 the plane after sliding and crashed the wheels go up but the plane hovers over the ground like its setpos in place.  If the plane when it finished was laying on its belly it would look more realistic.  Its harder to tell with the bis plane cuz the wheels are always down.  
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 19 Sep 2005, 01:14:51
oh, at the end i actually setpos'd it 2 meters underground, yet it still floats over the ground

Edit: i tried lower and it decided to shoot up five meters into the air after dropping to its belly, i don't think there's anything to be done
Title: Re:Sliding Plane Crash
Post by: trinec on 19 Sep 2005, 03:42:25
ya i think its something in the #slide section i think something related to the .3m part but not sure how or its were the setposing -2 is at in the script not sure.   Need one of those scripting gurus to help us hehe
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 19 Sep 2005, 03:43:21
i know exactly where it all is, and its just a model problem im afraid
Title: Re:Sliding Plane Crash
Post by: trinec on 19 Sep 2005, 05:36:07
ah ok  did you see that the bis a10 plane is now wheels up i thought that was a crashed model imposability hmm
Title: Re:Sliding Plane Crash
Post by: The-Architect on 19 Sep 2005, 17:08:50
My bad, I thought it was. I'll check to see if the script works in my mission tonight. It looks as if it would work as it is.

I would comment on the floating crashed model but after my last performance I won't.  :-[
Title: Re:Sliding Plane Crash
Post by: Homefry31464 on 20 Sep 2005, 03:40:31
Truthfully... I wouldn't worry to much about how the plane looks afterwards.  We all know how OFP handles plane crashes... and we know it is nearly impossible to fix that.  So worrying about a minor issue that doesn't effect anything than looks doesn't seem like to big of a deal to me...
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 20 Sep 2005, 04:17:35
well... seeing as this entire script is basically for looks.... ::) :P :-\
Title: Re:Sliding Plane Crash
Post by: The-Architect on 20 Sep 2005, 08:49:27
Homefry is right man. If you really want it to look spectacular you'll have to create a plane addon with a good crashed model. It's fine as it is. Not many people are going to go right up to the plane during a mission anyway. Not unless it crashes almost on top of them or they have a good reason to go to it.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 24 Sep 2005, 04:00:59
argh! now this is pissing me off!!!! >:( >:( >:( >:( >:( >:( >:( >:( >:(

i found out that when the plane flies higher it just kinda floats towards the ground but almost never hits... it seems like this doesn't work on any other planes either(just the a10).... it makes NO sense to me at all..... :'( >:( :'( >:( :'( :-[
Title: Re:Sliding Plane Crash
Post by: Morglor9 on 11 Nov 2005, 19:57:35
OK, Good News and bad news. I'll start with the bad.

The first time i use the script, it doesn't work. the plane goes in, and then blows up on one spot. when i reload the mission it works properly, and on all subsequent reloads.

Good news is, i changed the plane to a Su-25, same Init as the A10, and switched the trigger to East-Present, and, after the one load of blowing up on one spot, it worked with the Su.

Looks great!
Title: Re:Sliding Plane Crash
Post by: marcus3 on 12 Nov 2005, 05:42:58
Very Nice Mate ;)
Small bug: the first time i tryd it i got this

(_pilot sidechat "damn, where hit!#   : unknow oprator

so i lookd at the script and it looks like you forgot to put a " at the end of Hit!
hope it helps.
this works with meny planes, even the cessna. Great Work! ;D
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 22 Nov 2005, 22:15:03
odd, it wasn't working with other planes for me before.. perhaps it was that bug you mentioned morglor... ???  also thx for the quotes thing marcus  ;D

ps: My cookies work now so i can log in woot!
Title: Re:Sliding Plane Crash
Post by: MrN on 30 Nov 2005, 01:23:15
Just tried this a few times. Like it. :wow:
1st: all good  
2nd: all good  
3rd: plane dropped very quickly and hit the ground with a normal explosion
4th, 5th,6th fine.
7th: started ok, hit the ground, skidded a bit then blew up.

Also tried with an SU
Failed to work twice then second time worked fine. Tried it a few more times and more often than not worked ok.

The explosion was a little over the top but pretty cool.

Crap beta report I know but nothing to report apart from it seemed to (mostly) work ok for me.

Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 30 Nov 2005, 02:32:54
yeah, the sliding seems a bit buggy, and i can't seem to find where the problem is or what it is even, because in theory the code should work flawlessly... (simple getpos setpos loop, it should never get stuck, should it?)
Title: Re:Sliding Plane Crash
Post by: klavan on 30 Nov 2005, 13:15:19
Maybe the sliding issue is caused by the different size (length) of the SU25 from the A10.
Try to optimize the script for the SU and then look if it works fine with the Warthog.
It's just an idea, nothing more.....
Klavan
   
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 30 Nov 2005, 22:51:00
well the amount that it moves in each setpos loop is determined by the speed of the plane before it hits, so i don't know how the size would affect it, and even so, it wouldn't just stop moving...
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 17 Dec 2005, 16:45:19
#bumperooskie

just wondering if everyone thinks its good enough to submit or if they have any ideas for fixes/changes
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 31 Dec 2005, 18:08:42
I think i finally fixed the sliding bug!
if so this will be the final beta before submitting it to the editors depot
(at top post)
Title: Re:Sliding Plane Crash
Post by: Wadmann on 03 Jan 2006, 21:04:03
Quote
EDIT:Hmmm why is the first pic tiny?

Answer:
Remove the ".th" from your image tag name. See below:

Small pic:
crash18dz.th.jpg

Large pic:
crash29vk.jpg
crash38px.jpg

I look forward to trying the new version out!

Wadmann
Title: Re:Sliding Plane Crash
Post by: XCess on 04 Jan 2006, 02:23:58
Three tiny little suggestions (sorry if I make myself look stupid with the first one, I haven't got round to trying the script yet)

1- Add some setDir's and a little horizontal movement on the ground. Try and add flips maybe (I'm almost certainly sure flips are impossible however)

2- Random slide style (different setdirs and horizontal movement)

3- SetDammage 0.9;  to keep it from looking ugly. Lock it too.

My 3cents
Title: Re:Sliding Plane Crash
Post by: penguinman on 04 Jan 2006, 02:31:48
make  sure that if you do get a crashed model that it is classified as a vehicle and can hold people in it. so that the player can go down in the plane, slide across the ground. and be inside a crash landed plane and then have to get out. that would be cool. Also, how about some dust. dust should go everywhere.

Has anybody seen the movie "Alive" about the uruguay rugby team whos plane crashed in the Andes. That was the best plane crash ive ever seen.
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 07 Jan 2006, 20:42:50
@xcess
1. random turning in the slide was something i thought about, but i'll add that after i release it. flips are impossible due to the lack of a setbank/setpitch command

2.same as 1 is it not?

3.i'll take a look at that

@penguinman
being in the plane is not possible without making an addon of every plane with its destroyed model as a vehicle...

dust is possible but i'm bad with drop
Title: Re:Sliding Plane Crash
Post by: XCess on 08 Jan 2006, 01:04:48
@suggestion 2: Just makin sure you randomize the setdirs a bit so it's not too repetitive ;)
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 11 Jan 2006, 00:32:22
could anyone please just confirm my results (the plane not sticking to the ground on random occasions)?
Title: Re:Sliding Plane Crash
Post by: Triggerhappy on 12 Jan 2006, 16:03:54
nevermind, i just uploaded it to the editors depot

thanks to all who tested it