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Author Topic: Jump Action v1.0  (Read 7052 times)

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Offline dr. seltsam

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Re: Jump Action v1.0
« Reply #15 on: 21 Oct 2007, 23:48:54 »
Thanks for these nice scripts and function files, Raptorsaurus... very impressive i must say!

I played a bit with the parameters, and noticed that the horizontal speed is always calculated in relation to the time that is needed to the target position by having initial vertical speed, gravity and the start position.
 :good:  :good:  :cool2:

I setpos“ed the object higher into the air, and your script was able to make it look like a bomb which is guided to its target.

After my current mission project, i think, i want to use that script for an airsrike mission.
 :)

« Last Edit: 21 Oct 2007, 23:50:35 by dr. seltsam »

Offline Raptorsaurus

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Re: Jump Action v1.0
« Reply #16 on: 22 Oct 2007, 22:52:40 »
@ dr seltsam: Yes, it makes for deadly accuracy. I am going to also do a version where the initial parameters include the initial horizonal speed instead of the desired landing position. This version would be better for random bomb landing locations for carpet bombing scripts.

@ Chris: Chris if you do not want to update to a version that allows setVelocity, then perhaps the setPos methods can be used to make the man jump. I will experiment with that, then you can test to see if it works in your 1.46 version. Does 1.46 even allow function calls though?
« Last Edit: 23 Oct 2007, 19:56:16 by Raptorsaurus »