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Author Topic: Silent Boats  (Read 3871 times)

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Dubieman

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Silent Boats
« on: 03 Feb 2004, 01:26:18 »
Has a canoe or silent paddle boat been made? Or sailboat?  A canoe or rowboat would be the ultimate in silence yet it would be painfuly slow. Sailboats could be for civvi missions or something.... :P

bigdog632

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Re:Silent Boats
« Reply #1 on: 04 Feb 2004, 18:29:56 »
they have the sampan thing in the seb nam pack
it isnt 100% silent but it is real quiet and painfully slow ;)

Offline The-Architect

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Re:Silent Boats
« Reply #2 on: 05 Feb 2004, 19:40:54 »
It is good but not quite what you'd see floating down the Thames. Who wants civvy boats anyway they got no gunz!
 :gunman:                   :beat:                          ;D
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Dubieman

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Re:Silent Boats
« Reply #3 on: 05 Feb 2004, 20:47:43 »
Civvi boats could have the guns on them.... :D

Ever see the spec ops rowboat? With the M60 attached to the bow.... ;D
Just kidding but it might add to atmosphere in the island invasion missions and civvi missions.

Much more silent then the Mark II PBR of course...
James Gastovski infiltrates Kolgujev by rowboat in the dark of night..... :)

bigdog632

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Re:Silent Boats
« Reply #4 on: 07 Feb 2004, 11:00:13 »
im not int he UK but what boats on the thames have machine guns?

bigdog632

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Re:Silent Boats
« Reply #5 on: 07 Feb 2004, 11:01:12 »
id like a nice fishin boat like a tracker bass boat or something with the trolling motor haul up close to where you wanna be then pull up the outboard and engage the trolling motor

PsyWarrior

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Re:Silent Boats
« Reply #6 on: 07 Feb 2004, 18:42:35 »
Greetings,

im not int he UK but what boats on the thames have machine guns?

Well, mine does... And the Royal Navy ships, I suppose...

Anyway, the closest thing to a small rowing boat or something is Col Klink's Zodiac rubber dingy addon. It comes with two civvy versions, and some blackop ones as well. It's not really silent, but can you imagine how difficult it would be to create rowing boats or sailing boats (driven by the wind!?) in OFP?

Personally, I think there should be more boat addons, now that we have the CoC torpedo addons and the ability to make big multi-gun ships.

Hopefully, soon, we'll have some destroyers/ frigates/ cruisers to play with...  ;D

-Supr. Cmdr. PsyWarrior
-Psychic Productions

P.S. - sorry, my mistake. The Zodiacs are RIB's really, not 'rubber dingies'.
« Last Edit: 07 Feb 2004, 18:44:08 by PsyWarrior »

bigdog632

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Re:Silent Boats
« Reply #7 on: 08 Feb 2004, 07:30:48 »
Greetings,Well, mine does... And the Royal Navy ships, I suppose...




i learn something every day i guess

Matty R ofp-J-C

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Re:Silent Boats
« Reply #8 on: 08 Feb 2004, 13:29:55 »
im not int he UK but what boats on the thames have machine guns?

HA HA James Bond has guns on his.... and he was in the thames  lol  :D

Offline The-Architect

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Re:Silent Boats
« Reply #9 on: 09 Feb 2004, 00:52:02 »
ok, I was talking about not seeing any Sampans floating down the Thames.
As for no boats on the Thames with guns. Yep that about answers that.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Messiah

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Re:Silent Boats
« Reply #10 on: 09 Feb 2004, 01:43:59 »
wells theres always HMS Belfast sitting dead in the middle of the thames... although you really dont see many RN ships heading down the thames...

as for silent boats - i think BAS were planning a zodiac with a M4 as a gunner position on the front for seal insertions....
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PsyWarrior

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Re:Silent Boats
« Reply #11 on: 09 Feb 2004, 13:36:41 »
Well, I saw an MTB on the Thames, once...

No! Must resist... :noo:

Anyway, back on-topic now I think...

AFAIK, Sailing boats would be completely impossible in OFP. You could create a workaround (which would be a silent motorboat with sails), but driving a craft by the wind in OFP would be...rediculously...difficult.

-Supr. Cmdr. PsyWarrior
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Homefry31464

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Re:Silent Boats
« Reply #12 on: 09 Feb 2004, 17:30:25 »
wells theres always HMS Belfast sitting dead in the middle of the thames... although you really dont see many RN ships heading down the thames...

as for silent boats - i think BAS were planning a zodiac with a M4 as a gunner position on the front for seal insertions....

Where did you hear this?? If it's true it's awesome news!!

Offline Messiah

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Re:Silent Boats
« Reply #13 on: 09 Feb 2004, 21:14:56 »
i thought it was common knowledge.... it was an idea zooming around the official forums that they said would probaly happen
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Homefry31464

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Re:Silent Boats
« Reply #14 on: 09 Feb 2004, 21:22:03 »
Oh, I don't check there too much, but I saw a few things today, they're making troops other than Spec Op's apparently.

On Topic:

If you were to make a row boat, don't there have to be new animations?

Dubieman

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Re:Silent Boats
« Reply #15 on: 09 Feb 2004, 21:24:29 »
Umm yeah wind in OFP don't exist so yeah sailboats don't work properly except with an engine but it would be weird.

"Sail On" :D

Anyways I think a decent little fishing boat or lobster boat or something would be nice. I mean when people live on an island usually one of their main exports or part of their economy is fish or seafood. ;)


Anyone for a JAWS mission? The shark got the kid on the beach, he's taking out navy divers, and killing fishing crews. Take your boat out onto the deep blue sea a search for that badass shark, just you and a shotgun and a load of porn movies..... ;D :D ;) :)

AHEM back on topic.....
Yeah fishing trawler.........

Offline Planck

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Re:Silent Boats
« Reply #16 on: 09 Feb 2004, 21:31:06 »
Col Klink released some fishing boats......check ofp.cz.


Planck
I know a little about a lot, and a lot about a little.

Offline The-Architect

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Re:Silent Boats
« Reply #17 on: 11 Feb 2004, 03:51:56 »
If you wanted a sail boat it would have to have a silent engine as stated, be dead slow, and have the sails animated to move as you changed direction to mimick the sailor doing those things to it (Add your sailing gibberish here).
You get me? it could be done and made to look semi decent I think.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Homefry31464

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Re:Silent Boats
« Reply #18 on: 11 Feb 2004, 04:54:53 »
*Pirate Voice*

Yar, it sounds as if a pirate ship is in order.  We'll steal the booty.*  

A small, aluminum boat with a tiny motor would work well for the resistance.  

PsyWarrior

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Re:Silent Boats
« Reply #19 on: 11 Feb 2004, 14:36:36 »
Greetings,

Yes, I'm all for some kind of civilian boats, or some kind of silent craft used for infiltration

@ homefry: Yep, rowing boats would require new animations to look even remotely decent. You could do it without, but the 'driver' would just be sitting there in his "jeep driving" anim, Rowing the boat by using his Psychic powers to move the oars...

Not a problem for me of course  ;D

Still, players who are not gifted with Psionic abilities may find such an addon to be below standard.

[pirate]
Arr, ye olde Pirate Shippe with a yo ho ho... We'll show those 'army' landlubbers a real broadside!
[/pirate]
And most likely be blown to bits in about 3 seconds. Still, there was a pirate mod for Battlefield: 1942...

I like the idea of fishing boats, as I think it would increse atmosphere. Really, we need a single addon that contains a variety of fishing boats (for ease of distribution), so there isn't just a dozen totally identical boats cruising around. You could put together a pretty convincing civilian harbor, then.

Thats' my 3.25pence worth, anyway...

-Supr. Cmdr. PsyWarrior
-Psychic Productions

OrangeLeader

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Re:Silent Boats
« Reply #20 on: 11 Feb 2004, 21:54:52 »
I don't think it would be that hard to create a "wind value" in OFP. I think a script could be made with the addon that defines a direction and speed of the wind. It could be set or could vary with time. The sail boat would speed up or slow down based on the diretion you are heading, the direction of the wind, and the speed of the wind.

marengo1

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Re:Silent Boats
« Reply #21 on: 12 Feb 2004, 00:19:48 »
I smell an idea for 1944 mod-British cockleshell commando canoe missions ;D

Offline Colonel_Klink

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Re:Silent Boats
« Reply #22 on: 12 Feb 2004, 01:18:30 »
As the builder of the fishing boats currently available, I agree there is a need to have a variety of fishing boats, which i have attempted by putting 4 in the pack, that although they use the same basic model, at least they are in different colors. The biggest problem with variety is time. Sure I'd dearly love to create a whole range of different boats, but it takes time to do this.

Having said this the next release of the fishing boats has 10 variable sinking animations for each of the 4 current boats. Plus some static wrecks. But before you say 'why not put that energy into some new boats, I have to say this one thing: I'm trying to add more realism in the current boats before embarking on  new ones. e.g. the inclusion of the seagulls for atmosphere.  ;D

While not wanting hijack theis thread I just wanted to say that the next release includes the ability to walk around the deck, usable life ring and wearable life jacket, use an inflatable life raft and use the dinghy off one of the fishing boats. Currently I'm working on an animation routine for rowing and one for swimming while in the life jacket.
Have a look here for some of the new stuff http://www.dc3d.co.nz/Utopia/fairlady.htm.

We do have to remember, though, OFP has limitations.  ;D

Greetings,

Yes, I'm all for some kind of civilian boats, or some kind of silent craft used for infiltration

@ homefry: Yep, rowing boats would require new animations to look even remotely decent. You could do it without, but the 'driver' would just be sitting there in his "jeep driving" anim, Rowing the boat by using his Psychic powers to move the oars...

Not a problem for me of course  ;D

Still, players who are not gifted with Psionic abilities may find such an addon to be below standard.

[pirate]
Arr, ye olde Pirate Shippe with a yo ho ho... We'll show those 'army' landlubbers a real broadside!
[/pirate]
And most likely be blown to bits in about 3 seconds. Still, there was a pirate mod for Battlefield: 1942...

I like the idea of fishing boats, as I think it would increse atmosphere. Really, we need a single addon that contains a variety of fishing boats (for ease of distribution), so there isn't just a dozen totally identical boats cruising around. You could put together a pretty convincing civilian harbor, then.

Thats' my 3.25pence worth, anyway...

-Supr. Cmdr. PsyWarrior
-Psychic Productions

« Last Edit: 12 Feb 2004, 01:23:09 by Colonel_Klink »
Rebel without a pause...D.I.L.L.I.G.A.F.

Homefry31464

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Re:Silent Boats
« Reply #23 on: 12 Feb 2004, 01:45:12 »
Sounds excellent!

Offline Kuro

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Re:Silent Boats
« Reply #24 on: 12 Feb 2004, 04:23:49 »
Sound great,

keep up the good work.

Offline Colonel_Klink

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Re:Silent Boats
« Reply #25 on: 12 Feb 2004, 11:09:10 »
Thanks guys.
Here's a preview of the rowboat so far. The oars are animated and only work when the boat is moving. I have done a simple anim for the rower, but for some reason the anim isn't working quite right yet.
Alos has limitations with the water going inside the boat; this is an OFP problem that cannot really be helped, although this doesn't appear in 1st person view which is the important part.
.
Rebel without a pause...D.I.L.L.I.G.A.F.

PsyWarrior

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Re:Silent Boats
« Reply #26 on: 12 Feb 2004, 14:14:24 »
Greetings,

Excellent, Col, thanks.

I understand about the time limitations, but a little variation is all that is really needed to give a mission a little more realism.

Once again, Col Klink, you have excelled yourself! :thumbsup:

A note about the wind: OFP does have it's own wind. Note that flags will blow in different directions. It's just impossible to refer to it in scripting commands.

-Supr. Cmdr. PsyWarrior
-Psychic Productions

Offline The-Architect

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Re:Silent Boats
« Reply #27 on: 12 Feb 2004, 22:45:02 »
Klink the seagulls were a masterstroke but they fly too low.

If your rower rows facing backwards then isn't the 1st person view useless?

Don't want to sound like I'm putting your work down 'cos that's not the way I feel man. Your work Furkin Rocks!
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Colonel_Klink

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Re:Silent Boats
« Reply #28 on: 13 Feb 2004, 09:03:54 »
Klink the seagulls were a masterstroke but they fly too low.

If your rower rows facing backwards then isn't the 1st person view useless?

Don't want to sound like I'm putting your work down 'cos that's not the way I feel man. Your work Furkin Rocks!

Hiya
Yep working on higher flying gulls, also a way of having no gulls

Tis a problem using 1st person for sure. I don't know if there is another way but I am looking into it. Thanks for the feedback on this as it is all helpful
Rebel without a pause...D.I.L.L.I.G.A.F.

OrangeLeader

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Re:Silent Boats
« Reply #29 on: 13 Feb 2004, 20:41:35 »
About 1st person. If I remember right 1st person for CoC Swimmers is not actually first person. It really is like a camera just above the water. I was thinking something like that could be done where you "override" real first person. I don't know if that helps, but I just thought I would post the idea.

Offline The-Architect

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Re:Silent Boats
« Reply #30 on: 14 Feb 2004, 15:19:53 »
Could you make a gull addon Col. but with, say 1 eagle or a flock of crows or summit? It would be cool to have 1 big eagle circling around at the top of a cliff. You could have a bird pack. With that Mule going around, the animated Dog and the Cow, Flashpoint is really starting to get realistic in terms of non combatbeings.
« Last Edit: 15 Feb 2004, 01:45:07 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

PsyWarrior

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Re:Silent Boats
« Reply #31 on: 14 Feb 2004, 17:45:11 »
Greets,

Non-combat beings? That's not a term I've heard before for "animals"  ;D

Some first person solutions:

-Give the driver the ability to look right behind him (as in 180 degrees). The player can then steer with the keyboard.
-add a commander position, facing forward. It doesn't exactly solve the problem, I know, but it's an idea...

Be back if I think of any more "useful" ideas...  ::)

-PsyWarrior
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Offline The-Architect

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Re:Silent Boats
« Reply #32 on: 15 Feb 2004, 01:45:15 »
 ;D
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Dubieman

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Re:Silent Boats
« Reply #33 on: 15 Feb 2004, 04:30:51 »
Whoo hoo my first HOT topic yeah!  ;D :) ;) :o 8)

I like the rowboat and the 180 view thing would work cause in real life people can turn their head like about 160 degrees or chin on the back of their shoulder. A cargo seat facing forward would help that can communicate to the driver.

Cargo;vehiclechat: Turn left you idiot!

By the way anyone got a solid link to those fishing trawlers as I can't seem to find them.... :(

I think we need more vehicles with an area where you can walk around in during transport. Man overboard!

Good job Col. Klink  :thumbsup:

Offline Colonel_Klink

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Re:Silent Boats
« Reply #34 on: 15 Feb 2004, 11:05:14 »
Rebel without a pause...D.I.L.L.I.G.A.F.

Dubieman

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Re:Silent Boats
« Reply #35 on: 18 Feb 2004, 05:32:59 »
Thanks! Looks good.  :o

Offline Messiah

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Re:Silent Boats
« Reply #36 on: 20 Feb 2004, 06:06:16 »
Could you make a gull addon Col. but with, say 1 eagle or a flock of crows or summit? It would be cool to have 1 big eagle circling around at the top of a cliff. You could have a bird pack. With that Mule going around, the animated Dog and the Cow, Flashpoint is really starting to get realistic in terms of non combatbeings.

the sea gulls are already available in OFP - you just need to know how to script them into your mission... you need both the following scripts and name them correctly as well:

Name: seagulls14b.sqs

Code: [Select]
; Seagull v.1.4b
; Author: Petroizki
; E-mail: -
; PARAMETERS: [TRIGGER, OBJECT, NUMBER_OF_BIRDS, AREA_WIDTH]
; EXAMPLE: [triggeri, player, 20, 500] exec "seagulls14b.sqs"
; When you want seagulls to die:  g_bExit = true
;
; TRIGGER: Make sure you use triggers name instead of 'this'.
;
; OBJECT: Object for middle point on rectangle. If you want invisible middle point use Game Logic, which initialization is: this SetDammage 1
; player   = DEFAULT
;
; NUMBER_OF_BIRDS: ...Well put at least 1...
; 1        = DEFAULT
;
; AREA_WIDTH: Width and height of the area, which in the seagulls are flying.
; 500      = DEFAULT
;
; SPECIAL_FEATURE strings:
; ""       = DEFAULT
; "GROUP"  = Birds fly in group
; "LANDED" = Bird is landed, takes off only if human approaches and lands immediatily if human is far enough
; "FLYING" = Bird just flies, doesn't ever land
; "SEA"    = Bird doesn't land, flyis often very low

;DEBUGGER    = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Global variables
g_oTrigger   = _this select 0
g_oObject    = _this select 1
g_nSeagull   = _this select 2
g_nArea      = _this select 3
;g_strSpecial = _this select 4

g_nAltitude  = 8
g_nAreaDiv2  = g_nArea / 2
g_nAreaMax   = g_nArea * 2
g_bChaseMe   = false
g_nChaseMe   = 0
g_oChaseMe   = player
g_bExit      = false
g_nExitReportion = 0
g_bGroupLand = false
g_oGroupLand = player
g_bHuman     = false
g_nHumanTime = 0
g_xPosition  = (getPos g_oObject) select 0
g_yPosition  = (getPos g_oObject) select 1
g_aSeagull   = []

; Check limits
?g_nArea < 1      : g_nArea = 500; hint "The area for seagulls can't be less than 1.\nDEFAULT 500 set."
?isNull g_oObject : g_oObject = player; hint "The object for seagulls can't be NULL.\nDEFAULT player set."
?g_nSeagull <= 0  : g_nSeagull = 1; hint "0 seagulls can't be created.\nDEFAULT 1 set."

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Seagull creation loop
_i = g_nSeagull
_nCounter = 0
#Creation
?_i <= 0 : goto "MainLoop"
   ; Get seagulls starting position
   ?_nCounter == 0 : _xPosition = g_xPosition + g_nAreaDiv2; _yPosition = _xPosition
   ?_nCounter == 1 : _xPosition = g_xPosition + g_nAreaDiv2; _yPosition = g_yPosition - g_nAreaDiv2
   ?_nCounter == 2 : _xPosition = g_xPosition - g_nAreaDiv2; _yPosition = _xPosition
   ?_nCounter == 3 : _xPosition = g_xPosition - g_nAreaDiv2; _yPosition = g_yPosition + g_nAreaDiv2; _nCounter = -1
   _nCounter = _nCounter + 1
   ; Create seagull
   _oNewSeagull = "SeaGull" camCreate [_xPosition, _yPosition, g_nAltitude]
;   ?g_strSpecial == "LANDED" : _oNewSeagull setPos [_xPosition, _yPosition, 0]
   ; Save seagull's array
   g_aSeagull = g_aSeagull + [_oNewSeagull]
   ; Bring seagull to life
   [_oNewSeagull] exec "seagull14b.sqs"
   _i = _i - 1
   ~.05
goto "Creation"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Main loop
#MainLoop
   ~3
   ?g_bExit : goto "Destruction"
   ; Timeout for human alarm
   ?g_nHumanTime < time : g_bHuman = false
   ; Timeout for chasing
   ?g_nChaseMe < time : g_bChaseMe = false
   ; Human present, stop group landing
   ?g_bHuman : g_bGroupLand = false
   
   ; Update object and triggers position
   g_xPosition = (getPos g_oObject) select 0
   g_yPosition = (getPos g_oObject) select 1
   g_oTrigger setPos (getPos g_oObject)
goto "MainLoop"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Destruction
#Destruction
g_bChase = false
; Wait for seagulls to report
@(g_nExitReportion == g_nSeagull)

; Destroy seagulls
_i = g_nSeagull - 1
#DestructionLoop
   camDestroy (g_aSeagull select _i)
   _i = _i - 1
?_i > -1 : goto "DestructionLoop"

goto "Terminate"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#Terminate
exit

Name: Seagull14b.sqs

Code: [Select]
; Seagull v.1.4b
; Author: Petroizki
; E-mail: -

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Local variables
_bChase      = false
_nCounter    = (random 6) + 1
_nTimeout    = 1000
_strReturn   = ""

_xPosition   = 0
_yPosition   = 0
_oSeagull    = _this select 0
_nState      = 0

goto "SeagullBrain"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Chase other seagull, seagull stored in g_oChaseMe
#Chase
; Hope it's not me how is chasen, if then let's fly
?g_oChaseMe == _oSeagull : goto "Fly"

_bChase = true
; Get random position around chasen seagull, and fly there
_xWaypoint = (random 4) - 2
_yWaypoint = (random 4) - 2
_xWaypoint = _xWaypoint + ((getPos g_oChaseMe) select 0)
_yWaypoint = _yWaypoint + ((getPos g_oChaseMe) select 1)
goto "FlyTo"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check human presence
#CheckHumanPresence
; amount of units able to fire the trigger
_aList = list g_oTrigger
_i     = (count _aList) - 1
?_i < 0 : goto _strReturn

;?DEBUGGER : hint format ["Seagull:\nThere are %1 units in world", _i]

#HumanCheckLoop
   ?(_oSeagull distance (_aList select _i)) < 20 : g_bHuman = true; g_nHumanTime = time + 5; goto "Fly"
   _i = _i - 1
   ~.01
   ?_i < 0 : goto _strReturn
goto "HumanCheckLoop"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Generate random position to fly, and then fly there
#Fly
_xWaypoint = (random g_nArea) - g_nAreaDiv2
_yWaypoint = (random g_nArea) - g_nAreaDiv2
_xWaypoint = _xWaypoint + ((getPos g_oObject) select 0)
_yWaypoint = _yWaypoint + ((getPos g_oObject) select 1)
goto "FlyTo"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Fly to certain position which is stored in _xWaypoint, _yWaypoint
#FlyTo
_nState = 0
~.1
; Get waypoint's vector, to calculate the length of trip
_xWPVector = (getPos _oSeagull) select 0
_yWPVector = (getPos _oSeagull) select 1
_xWPVector = _xWPVector - _xWaypoint
_yWPVector = _yWPVector - _yWaypoint

; Calculate the vector lenght, so we know the distance of seagull from the waypoint, and the time taken to trip
_nTripLength = sqrt(_xWPVector*_xWPVector + _yWPVector*_yWPVector)

;?DEBUGGER : hint format ["Seagull:\nFlying to position:\n%1, %2, %3\nTrip length: %4", _xWaypoint, _yWaypoint, g_nAltitude, _nTripLength]

; Fly there
_oSeagull camSetPos [_xWaypoint, _yWaypoint, g_nAltitude + (random 4) - 2]

; I assume that the seagull doesn't fly faster than 47km/h (= ~13m/s).
_nTimeToTrip = _nTripLength / 13

?_bChase : _nTimeToTrip = _nTimeToTrip / 5

~_nTimeToTrip

?_nState == 1 : _nState = 0; goto "Landing"

goto "SeagullBrain"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Land
#Landing
; Landed

_nTimeout = _nTimeout + time
_strReturn = "TimeoutLoop"
#TimeoutLoop
   ~2
   ?g_bExit : g_nExitReportion = g_nExitReportion + 1; exit
   ; Stay in ground, don't hover over land.
   _xPosition = (getPos _oSeagull) select 0
   _yPosition = (getPos _oSeagull) select 1
   _oSeagull camSetPos [_xPosition, _yPosition, 0]
   _nTime = time
   ?_nTime > _nTimeout : goto "Fly"
; Let's check human presence, returns back to #TimeoutLoop
?!g_bHuman : goto "CheckHumanPresence"

goto "Fly"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Group land
#LandGroup
_xWaypoint = (random 20) - 10
_yWaypoint = (random 20) - 10
_xWaypoint = _xWaypoint + ((getPos g_oGroupLand) select 0)
_yWaypoint = _yWaypoint + ((getPos g_oGroupLand) select 1)
; We wanna land
_nState    = 1
goto "FlyTo"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Seagull's brain
#SeagullBrain
~1
?g_bExit : g_nExitReportion = g_nExitReportion + 1; exit
?g_strSpecial == "LANDED" : _nTimeout = 1000; goto "Landing"
?g_bChaseMe && (g_oChaseMe distance _oSeagull) < 50 : goto "Chase"

?_oSeagull distance g_oObject > g_nArea_max : _oSeagull setPos [(getPos g_oObject) select 0 + g_nAreaDiv2, (getPos g_oObject) select 1 + g_nAreaDiv2, g_nAltitude]

?_nCounter > 0 : _nCounter = _nCounter - 1; goto "Fly"

_nCounter = (random 6) + 2

?!g_bChaseMe && (random 10) < 1 : g_oChaseMe = _oSeagull; g_bChaseMe = true; g_nChaseMe = time + (random 40) + 20

?!g_bGroupLand && (random 5) < 1 : g_bGroupLand = true; g_oGroupLand = _oSeagull; goto "Landing"
?g_bGroupLand && (g_oGroupLand distance _oSeagull) < 100 : _nTimeout = (random 120) + 60; goto "LandGroup"

_nTimeout = (random 50) + 10

goto "Landing"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
« Last Edit: 20 Feb 2004, 06:11:03 by Messiah »
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Offline The-Architect

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Re:Silent Boats
« Reply #37 on: 20 Feb 2004, 09:08:09 »
What will that do?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Colonel_Klink

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Re:Silent Boats
« Reply #38 on: 20 Feb 2004, 09:58:04 »
They are the scripts I implemented for the fishing boats and the seagull control center
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Offline Messiah

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Re:Silent Boats
« Reply #39 on: 20 Feb 2004, 14:05:10 »
are they? cool... they are just some scripts that i had lying around, didn't take them from your pbo...

people forget that in the original CWC a seagul appears in the intro for the campaign  ;)
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Offline The-Architect

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Re:Silent Boats
« Reply #40 on: 20 Feb 2004, 14:36:33 »
Since I know zip about scripting, where on that would be the altitude of the gulls?
I can copy and paste as good as the next guy, so I could get it working. However the altitude bit is what I want.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Messiah

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Re:Silent Boats
« Reply #41 on: 20 Feb 2004, 19:40:56 »
those scripts have a random altitude generator - so the birds fly, swoop and land as they wish, to an extent.... i'm no scripting guru either - try asking on the scripting boards
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