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Author Topic: Ballistic Addon Studios Update Thread  (Read 193397 times)

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Coporal_Punishment

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Re:Ballistic Addon Studios Update Thread
« Reply #195 on: 28 Apr 2003, 23:51:17 »
That's Frucking Amazing Man!  :D I'm Diggin the animations, they look like the ones in Ghost Recon (you know in the team selection... never mind) are the trucks part of the HMMWV pack? or are thoes old.

P.S. I have a half baked Idea That I expect to be Shot down with a "the engine says no" or a "that's now Realilistic" but try making an Armed 5ton, but like the Little bird with an M4 sticking out the window, I donno, I know BAS is booked until 2103, but it'll be cool none the less  ;)

Why don't you make a 5 ton truck with a .50cal chucked on the top.

PunkerSXDX

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Re:Ballistic Addon Studios Update Thread
« Reply #196 on: 29 Apr 2003, 00:43:45 »
HMMWV pack?

You know the one you're doing with Project Lavos or what ever, did I miss something or did you?  ???

Vixer

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Re:Ballistic Addon Studios Update Thread
« Reply #197 on: 29 Apr 2003, 11:54:09 »
Why don't you make a 5 ton truck with a .50cal chucked on the top.

wait and see  ;) that also answers the question of punker kinda

pang

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Re:Ballistic Addon Studios Update Thread
« Reply #198 on: 29 Apr 2003, 14:32:17 »
may we know how the new mh60l model is comming along?
its current development status (75%) = model finished, texturing and coding right now?  ;)

Eviscerator

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Re:Ballistic Addon Studios Update Thread
« Reply #199 on: 29 Apr 2003, 17:27:09 »
may we know how the new mh60l model is comming along?

No, we are keeping tight lipped about projects in development, you have the progress tabs to give you a rough idea, other than that any details/screenshots will come from the Project Leader/Ballistics Homepage

Iwesshome

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Re:Ballistic Addon Studios Update Thread
« Reply #200 on: 29 Apr 2003, 18:46:31 »
Hello,

We noticed something and was hoping you can help us out... (don't know if this is a bug or not)

MH-47 Add-on

1. Is it possible to place vehicles into the cargo hold of the helo without doing it yourself?

As you can see from the below post and from reading your Read Me from the add-on it gives the indication that we have to be the player but nothing about doing the following

vehicle1 moveincargo vehicle2 (doesn't work)

but

player1 moveincargo vechile2 (works)

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=9128

Any ideas?  ???

IW

Hesus

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Re:Ballistic Addon Studios Update Thread
« Reply #201 on: 29 Apr 2003, 19:02:08 »
Try to type the sript in the init field of the vehicle, it wont work otherwise I'm afraid.

[this,player] exec {\BAS_Cargo\loader.sqs}; this animate [""cargoswitch"",0.5]

Hesus

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Re:Ballistic Addon Studios Update Thread
« Reply #202 on: 29 Apr 2003, 19:08:08 »
As I said before you have to do it through the inti field. I just tried it and it works.

[chooper, player or empty vehicle] exec "\BAS_Cargo\loader.sqs"; this animate ["cargoswitch",0.5]

Iwesshome

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Re:Ballistic Addon Studios Update Thread
« Reply #203 on: 29 Apr 2003, 19:19:46 »
Thanks for your help... I passed it onto the other thread and we will see the results when the player logs back on  

:cheers: IW
« Last Edit: 29 Apr 2003, 19:20:32 by IW »

B-2-0

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Re:Ballistic Addon Studios Update Thread
« Reply #204 on: 29 Apr 2003, 22:29:16 »
Ok, thanx to Hesus, we found out we can init a jeep into the MH-47E, but this same command doesn't seem to work for the KLR .  (Due to them being in the crate??)

IW de-pbo'd the crate script, here is the result:

---------------------------------------------------------------
Code:
_proxy = "BASCargoCrate" createvehicle [0,0,0]
_invisguy action ["GETOUT", _helo ]
deletevehicle _invisguy
~0.5
_proxy moveincargo _helo

deletevehicle _cargoobj

~1

_bikecount = 0
#looper
? (_helo animationphase "cargoswitch2")==0.1: _bikecount = 1
? (_helo animationphase "cargoswitch2")==0.2: _bikecount = 2
? (_helo animationphase "cargoswitch2")==0.3: _bikecount = 3
? (_helo animationphase "cargoswitch2")==0.4: _bikecount = 4
? (_helo animationphase "cargoswitch2")==0.5: _bikecount = 5
? (_helo animationphase "cargoswitch2")==0.6: _bikecount = 6
? (_helo animationphase "cargoswitch2")==0.7: _bikecount = 7
? (_helo animationphase "cargoswitch2")==0.8: _bikecount = 8
? (_helo animationphase "cargoswitch2")==0.9: _bikecount = 9
? (_helo animationphase "cargoswitch2")== 1: _bikecount = 10

? (_helo animationphase "cargoswitch2") == 0.05:goto "Paradrop"
? (_helo animationphase "cargoswitch2") == 0.15:goto "LAPE"
? (_helo animationphase "cargoswitch2") == 0:goto "unload"
~1
goto "looper"
 
---------------------------------------------------------------------------

Anyone know how to make the KLR start in cargo?

Thanx in advance :thumbsup:

*Was also wondering if ammo crates can be stored in cargo and dropped also* ???

Iwesshome

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Re:Ballistic Addon Studios Update Thread
« Reply #205 on: 29 Apr 2003, 22:41:41 »
Even thought this is only a glimps of the full Crate.sqs what caught my attention what a little bit up you can place a player into the cargo hold by typing...

player1 moveincargo helo1

Hesus expalined how to place a jeep into the cargo hold... and as you see above

_proxy moveincargo _helo

How do we fill that crate?  :-\

Hesus

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #206 on: 29 Apr 2003, 23:51:40 »
Well guys, I haven't checked this yet, but I suppose you do it analogical.

[this,player] exec {\BAS_Cargo\Crate.sqs}; this animate [""cargoswitch2"", (this animationphase ""cargoswitch2"")+0.1];this animate [""cargoswitch"",0.05]

this = the chopper; player = the player on the klr or the empty klr

All the commands are in the config.cpp in th bas_mh47E_185 pbo
Most of you probably know that aleready. Cheers

Hesus

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Re:Ballistic Addon Studios Update Thread
« Reply #207 on: 29 Apr 2003, 23:57:59 »
[mh,klr] exec "\BAS_Cargo\Crate.sqs"; mh animate ["cargoswitch2", (mh animationphase "cargoswitch2")+0.1]; mh animate ["cargoswitch",0.05]

Works perfectly  :)

PunkerSXDX

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Re:Ballistic Addon Studios Update Thread
« Reply #208 on: 30 Apr 2003, 01:01:18 »
Did you see adout loading/dropping ammo crates? is that possible

B-2-0

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Re:Ballistic Addon Studios Update Thread
« Reply #209 on: 30 Apr 2003, 19:04:42 »
Hesus, u are a star man my friend!  Thanx for your time!

BUT there is still an unanswered question mate......How do we get an ungrouped chopper to paradrop the jeep/crate of KLR's ???

Now this may prove dificult as u would have to give the chopper pilot the command to hold steady then to drop the cargo.

Once again, thanx for your time Hesus :thumbsup: