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Author Topic: Improved Anti-Tank/Air Weapon Graphics  (Read 3660 times)

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bored_onion

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Improved Anti-Tank/Air Weapon Graphics
« on: 09 Dec 2004, 19:18:17 »
this is my first beta script here and its not the most complicated of scripts:P
However, i hope it may be of some use to people.

The script is designed to improve the tracer left behind an AT/AA/Airborne missile to make it more exciting. I know that the ECP mod have already covered a lot of this ground but i still thought this would be a useful script for putting in user missions which is small and everyone can use.

As part of the Shadows of the Motherland campaign team, I am considering putting this script into our missions as a little bonus feature so I would like to get some feedback before we do. Of course, if it proves successful I will submit it to the editors depot as well.

What i would particularly like to know is whether it looks good and if could be annoying or not but any comments are greatly appreciated

I made it with version 1.96 of flashpoint but it should work with some lower versions. Please read the attached readme for further details.

Thank-you,

bored_onion (a member of the SotM campaign team)

EDIT: (Outdated but still cool screenshot available below).
 
LATEST VERSION 1.3 NOW IN USE

New features:
- Improved effects with suggestions from fellow editors
- Now works with all air launched missiles from choppers and planes
« Last Edit: 12 Dec 2004, 12:26:15 by bored_onion »

sa8gecko

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Re:Improved Anti-Tank Weapon Graphics
« Reply #1 on: 09 Dec 2004, 19:51:02 »
Do not take it as an offence, but I think it's a little over the top, at least
for LAWs and RPGs. It could do well with some SAM missiles, though.
Also, take the object (_rocket) itself as a reference instead of taking its
position and then putting it in the drop line.
That is, wrote the DROPs this way:
Code: [Select]
drop["cl_fire","","Billboard",3,0.5,[0,0,0],[0,0,0],0,1,1,0,[0.5,1,1.5],[[1,1,0,1]],[0],1,3,"","",_rocket]
Also, writing it like this, you could make the smoke behind the rocket and set
the flame velocity so that this one follows the missile (not showed on the
example above)

bored_onion

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Re:Improved Anti-Tank Weapon Graphics
« Reply #2 on: 09 Dec 2004, 19:55:56 »
thanks for your test - obviously it might look better in an atmospheric battle....perhaps.... :P

when i get a chance ill make those alterations

bored_onion

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Re:Improved Anti-Tank Weapon Graphics
« Reply #3 on: 09 Dec 2004, 20:14:22 »
took a look at making those alterations

trouble is that since the rocket can be going in any conceivable direction i cant make it so that smoke always appears 'behind' it because that changes with direction. if i was gonna do that it would require using functions and lots of complicated stuff when i like the script simple :)

unless ive misunderstood, in which case i need enlightening

sa8gecko

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Re:Improved Anti-Tank Weapon Graphics
« Reply #4 on: 09 Dec 2004, 20:28:49 »
Code: [Select]
since the rocket can be going in any conceivable direction i cant make it so that smoke always appears 'behind'yes, you can. Taking the rocket as a reference, the following line places
the flame 1 meter behind the center of the rocket itself and gives the flame
the rocket's velocity:
Code: [Select]
drop["cl_fire","","Billboard",3,0.5,[0,-1,0],[0,abs(speed _rocket)/3.6,0],0,1,1,0,[0.5,1,1.5],[[1,1,0,1]],[0],1,3,"","",_rocket]

bored_onion

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Re:Improved Anti-Tank Weapon Graphics
« Reply #5 on: 09 Dec 2004, 21:28:54 »
you're right!
thanks
following these suggestions i have changed it around a bit and created version 1.1 beta

New features:
- Flames now stay close the rocket
- Smoke is bigger
- Now works for AA weaponry as well

ill attach it further up

Offline penguinman

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #6 on: 10 Dec 2004, 02:12:39 »
Lol
when u try the demo mission it says "_________ not found"
__________ = name of ur script, i forget.

perhaps you forgot to enter the script in the mission?


bored_onion

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #7 on: 10 Dec 2004, 17:47:26 »
damn - i know whats happened i renamed the script during testing so it wont work! the script is still there it just cant be accessed.

apologies - will change ASAP!

EDIT: bug fixes made and new version (1.2) now in use
« Last Edit: 10 Dec 2004, 18:02:12 by bored_onion »

bored_onion

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #8 on: 11 Dec 2004, 20:52:47 »
i have now made a preliminary version for all airborne missiles from choppers and planes. attached is a screenshot of the effect

Offline Nemesis6

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #9 on: 12 Dec 2004, 01:31:28 »
If you don't mind, I altered this script a bit, and here's something I came up with.
« Last Edit: 12 Dec 2004, 01:41:25 by Nemesis6 »
I am actually flying into a star... this is incredible!

bored_onion

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #10 on: 12 Dec 2004, 12:23:28 »
thanks nemesis6, your script was very useful. i especially liked what you had done with the smoke trail - it looks loads better now. however, i wanted to keep more of the fire and so I played around with that and produced a kind of hybrid which now has the possibility of working with missiles launched from choppers and planes ;D

you can grab a copy from the first post

Offline Nemesis6

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #11 on: 12 Dec 2004, 18:11:34 »
Here's my version of the cl_fire lines -

drop["cl_fire","","Billboard",3,0.1,[random 0.25 - random 0.25,0,random 0.25 - random 0.25],[0,(velocity _rocket select 1) / 1.1,0],0,1.6,1,0,[1,1.5],[[1,1,0,1]],[1.9],0,0,"","",_rocket]

I don't think it's such a good idea to specify the Y speed as a number - It could go slower or faster than the missile itself in some cases. Try the one above. More visable, follows the rocket, and a bit more, well, safe! :)
« Last Edit: 12 Dec 2004, 18:15:11 by Nemesis6 »
I am actually flying into a star... this is incredible!

bored_onion

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #12 on: 12 Dec 2004, 18:34:05 »
yeah i tried doing that but it seemed to make it less visible and made it bunch together a bit less. ive found it to fit for mostly anything...but i suppose your way would be a bit safer. see what others think.

Offline Nemesis6

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #13 on: 14 Dec 2004, 23:23:36 »
I'm not sure others are gonna come... anyway, one advice, in the last like the last line I posted with the cl_fire particle, change the "/ 1.1" to "/ 1" Don't know if it'll help much, but it actually could!
I am actually flying into a star... this is incredible!

Offline johnnyboy

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #14 on: 17 Dec 2004, 23:00:15 »
I like it!  Amps up the excitement!
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Offline The-Architect

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Re:Improved Anti-Tank/Air Weapon Graphics
« Reply #15 on: 08 Jun 2005, 19:07:26 »
Is this finished?
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