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Author Topic: trailer script  (Read 2172 times)

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Muts

  • Guest
Re:trailer script
« Reply #15 on: 03 Oct 2003, 00:38:27 »
Hi guys,

Good news, I managed to evade the problem with the sliding and orbiting objects,
the script now uses a helper-object to provide the x- and y- coordinates of the trailer.
also I added the possibility to point the trailer in any direction (in relation to the car ) you want (for whatever reason you want)

now I only need to put some actions in the script, too bad AddAction doesn't allow local variables to be passed on to other scripts, so I will have to work my way around this.

Regards, Muts

P.S. can anyone point me to the WWIIEC towable PAK addon, cause I still haven't found it. I dit find GST_Pak36, but it isn't towable

P.P.S. to Blanco, by boom I mean pole (disselBOOM in Dutch);)

Offline Blanco

  • Former Staff
  • ****
Re:trailer script
« Reply #16 on: 03 Oct 2003, 18:43:39 »
What can I say? Very nice!

Btw, how do you know I speak Dutch?

***edit***

here you go - ftp://www.gamezone.cz/ofpd/unofaddons2/EC_Pak36krupp.rar


« Last Edit: 03 Oct 2003, 19:07:51 by Blanco »
Search or search or search before you ask.

BraTTy

  • Guest
Re:trailer script
« Reply #17 on: 04 Oct 2003, 23:51:22 »
That is the correct link for the towable Pak36, drive either the Krupp Protze WW2 Truck (also included with the Pak) or a BMP near the Pak36 and the Tow action will appear on the vehicle

Muts

  • Guest
Re:trailer script
« Reply #18 on: 06 Oct 2003, 12:37:05 »
Wow BraTTY,
that really is a good script .... and a good addon too.
You even managed to animate the wheels on the PAK, but it looks like it will only work on the PAK.
Quote
_trailer animate ["wheels", _aphase]
So I will have to figure out another way to animate the wheels of a trailer.
By the way: did you also have problems with "orbiting" objects? 'cause when towing, the PAK is one of those "objects that don't adjust to terrain".

Now I am working with the SetVelocity command  to animate the wheels ,but somehow this makes the trailer float a couple of cm's above ground....don't know why,but I'm still working on it.......
SetVelocity does make bumping the trailer into things more realistic, as the trailer no longer rides right through the object as it does when only SetPos is used, but actually collides with objects.

Also I changed the helperobject from "radio" to "logic" as I think the Gamelogic object has even less polygons than the "radio" model,but that's only a minor change
Quote
_Trailerhelper = "Logic" camcreate (getpos _Trailer)

Hope to figure Setvelocity problems out soon and will post  a new version of the script after that.

Regards, Muts





*edit*

It looks like Setvelocity is not the answer, it causes more trouble than it solves, especially on slopes.
So now I will have to look for the animation OFP uses to make wheels turn, perhaps it will be possible to animate steering as well( nice for towing cars).
If anyone knows what the names of those animations are, please tell me.
« Last Edit: 20 Jul 2004, 18:21:41 by Muts »

Muts

  • Guest
Re:trailer script
« Reply #19 on: 20 Jul 2004, 18:26:32 »
hmm tried to submit an updated script to my last post, but that didn't seem to work.

Muts

  • Guest
Re:trailer script
« Reply #20 on: 23 Jul 2004, 01:28:57 »
Sirglider of Swissmod pointed out some bug
the trailer won't follow the car over a bridge. no solution found yet.

Sirglider also had an idea to make angle limiter for the trailer.
this way the trailer won't go through the car anymore when backing up

regards Muts

sirglider

  • Guest
Re:trailer script
« Reply #21 on: 23 Jul 2004, 11:18:28 »
Hi dudes!

With the help of Muts from a Bratty's idea, I managed to tow our AA Rapier Missile launcher.

So here's one before taking position


Then in action


And finally packing everything to go back home


More info on our site:
http://ofp.info/swissmod

Sirglider, Swissmod's co-leader

Offline Artak

  • The old beanbag shaker
  • Former Staff
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  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:trailer script
« Reply #22 on: 23 Jul 2004, 17:20:20 »
How didn't I notice this thread before. Must be getting slow :P
Anyway, I've made a towing script with MI_Fred quite some time ago, but our experience with it in MP missions was just horrible. The towed cart kept crashing the car when a client was desyncing. Call it lag or whatever, it made the script unusable in MP.

So, how about this trailer script. Will it work good in MP too?

Oh, and nice pics btw.  :)
« Last Edit: 23 Jul 2004, 17:20:44 by Artak »
Not all is lost.

Offline MMFF

  • Members
  • *
  • Mission Maker From Finland
Re:trailer script
« Reply #23 on: 30 Jul 2004, 07:05:49 »
Sirglider! Where did you get the car and the Rapier sam trailer ;).
Do I need to play Operation Flashpoint to be here?

sirglider

  • Guest
Car & Rapier units
« Reply #24 on: 30 Jul 2004, 08:42:36 »
@MMFF: From our coming SwissMod!  8) We're still working hard on it. It's in its final beta test phase  :P
For more info, visit our site and forum: http://ofp.info/swissmod

Enjoy  :D

sirglider

  • Guest
Version 1.24
« Reply #25 on: 12 Aug 2004, 11:20:03 »
In coop with Muts, we've advanced to the version 1.24 of the trailing script.
New features:
1) A solution (not the best, but still god for the moment) to cross a bridge.
2) A correction of the towing distance on a slope

Enjoy! And if you can implement it, don't hesitate to post it!  :D
« Last Edit: 12 Aug 2004, 11:20:47 by Sirglider »