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Author Topic: VektorBoson's satellite mod  (Read 4304 times)

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rOk

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VektorBoson's satellite mod
« on: 02 Jul 2004, 15:21:16 »
SAT_POS=getpos player
Is the initial position of the camera


I want it to be in a On Map SingleClick format, not that it just stays there where the player started, Vektorboson wrote that it is possible but he neglected to explain how
Thanks


Im looking for something like

SAT_POS=OnMapSingleClick player>except that doesn't work
« Last Edit: 02 Jul 2004, 15:22:20 by rOk »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #1 on: 02 Jul 2004, 15:46:49 »
i have modified the satelitescript so you can use it with a single click on the map. (I'm not the only one, I suppose...)

Leave you email and I send it 2 U :)


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Offline Arctic

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Re:VektorBoson's satellite mod
« Reply #2 on: 02 Jul 2004, 15:49:26 »
Ok, I will give it a shot... although I am very much a beginning scripter (I refrain from using the term "n00b"  :P ) myself.

In the init.sqs file for the mission, use OnMapSingleClick to create a marker or gamelogic. Then have the SAT_POS = the name of the object/marker you created. Although I think that there would be a problem when the object == objNULL (it might produce an error or go out to the ocean).

So maybe you should create a gamelogic, name it bob or something. And then OnMapSingleClick getpos bob. Iono, like I said, I am a beginning scripter. (Been doing it for a while, I'm just not very good at it). K, hope my suggestions help!

Offline Arctic

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Re:VektorBoson's satellite mod
« Reply #3 on: 02 Jul 2004, 15:51:20 »
boo someone beat me. Tho at least Blanco has a working version!  ;D


rOk

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Re:VektorBoson's satellite mod
« Reply #4 on: 02 Jul 2004, 16:10:03 »
Thanks for the quick replies

@ Blanco
Just click my name and my profile will appear, there's the email
Thanks again

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #5 on: 02 Jul 2004, 16:20:33 »
Your email is hidden. :P
Send me a pm with your email.

I modified the script so the satelite appears at night with NVgoggles overlay wether the user has a NV goggles or not.
When he has'nt got one in the mission, the NV goggles is removed once the satelite exits.
You activate the satelite via an addaction and it takes some time before the satelite is in position.



« Last Edit: 02 Jul 2004, 18:24:24 by Blanco »
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rOk

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Re:VektorBoson's satellite mod
« Reply #6 on: 02 Jul 2004, 17:48:19 »
Blanco, check your pm box.

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #7 on: 02 Jul 2004, 18:23:50 »
Script on the way...
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rOk

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Re:VektorBoson's satellite mod
« Reply #8 on: 02 Jul 2004, 18:28:50 »
Thanks, got it, will test ASAP
btw, that's a cool trick-renaming stuff...

Did you change anything in the description file?
I have this huge .ext file already, and searching things down would be a pain.

Just a bit of constructive criticism-you could have put it all in folders(like the original)-my mission file is cluttered with scripts already and now this?!-anyway will probably do that myself, and of course good work and thanks for the help.
« Last Edit: 02 Jul 2004, 18:35:00 by rOk »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #9 on: 02 Jul 2004, 18:48:18 »
yeah I've used custom lettertypes for the messages that come from the satelite itself, that's why the description.ext is so big.

I agree, I always like my things organised, I should put them in folders again. :-)


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rOk

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Re:VektorBoson's satellite mod
« Reply #10 on: 02 Jul 2004, 18:53:48 »
Can I just take the init or does it have to be the whole package?

And if I wanted to join it with let's say Kegetys or VektorBoson's spectator script, merging the descriptions from the define's downwards wouldn't do, right?
« Last Edit: 02 Jul 2004, 18:57:09 by rOk »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #11 on: 02 Jul 2004, 19:23:17 »
There some new boleans in the init.sqs

Code: [Select]
moving = false
repos = false
plhasNVG = false
and this line too
Code: [Select]
?(player hasweapon "NVGOGGLES") : plhasNVG = true

In de description.ext

all the code under this line

Code: [Select]
///////////////////////////////////////////////////////////////////

class RscStdText
{Type=0;
....To the bottom...

is also new...

Merging this description.ext with the one from the spectatorscript will cause a CTD, I guess.
I've never used those scripts because I rarely make MP missions.
Btw is vectorbossons satelitescript MP compatible?






« Last Edit: 02 Jul 2004, 19:25:20 by Blanco »
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rOk

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Re:VektorBoson's satellite mod
« Reply #12 on: 02 Jul 2004, 19:29:21 »
I guess it is MP compatible, no point in making a spectator script if it isn't, although haven't really tried it yet.=>spectator

Finally tried it=>satellite, i like it a lot, the satellite moving into position etc...

But I noticed you dropped the slider and reverted back to Zoom In, ZoomOut buttons; At first I thought it is a matter of taste or didn't you have the newer version with the slider?
If it's the second, I can send it to you and you can do your stuff again.

Where are the pics defined (locations)-I'll be moving them into a separate folder?

edit:just making stuff clear
« Last Edit: 02 Jul 2004, 19:34:24 by rOk »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #13 on: 02 Jul 2004, 19:32:32 »
I guess I've modified the old version... lol

Must be more than a year ago.


« Last Edit: 02 Jul 2004, 19:33:43 by Blanco »
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rOk

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Re:VektorBoson's satellite mod
« Reply #14 on: 02 Jul 2004, 19:37:33 »
Damn, I was editing the last post and you beat me with a reply.

Do you want the newer version?
Where are pic locations defined?
I .ext file I know, but for your stuff anywhere else too?