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Author Topic: [Alpha\Beta Release] SG Mod Ships  (Read 81337 times)

Stick

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #645 on: May 11, 2011, 01:41:13 am »

The test3 files work almost perfectly except "Enter Alkesh", which puts you under the ship and you fall.  It's not far below the ship, though.  I can't tell if this has something to do with the odd elevations and slopes of the Alkesh decks or what.

The rings inside the ships are visually in precisely the correct elevation relative to the deck.  Looks great.

Also, the "almost" in "almost perfectly" is because the activate and deactivate autopilot hold for ring transport actions are hard to find.  They appear reasonably consistently in third person view, but not always, and I couldn't find them at all in first person view or in a #6 menu check (just in case).  I know there's not much you can do about actions, so it's liveable, just thought I'd mention it in case you have some fancy thing you *can* do about actions.

And, since I'm mentioning everything, the "Get Out" function for both ships does an odd thing, causes an odd bobble - it could just be that you're putting the unit a tad too high and it falls a bit, but it also might be a facing issue with respect to nearby furniture.  If you force the unit's facing to be ship's heading, that might keep one's weapon from interacting with the furniture, and if you lower the "Get Out" relative elevation by, I don't know, maybe 0.2 m that might reduce the bobble.  (This happens very quickly, so it's hard to be precise.)

Making good progress!
« Last Edit: May 11, 2011, 01:51:42 am by Stick »
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Stick
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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #646 on: May 11, 2011, 09:41:25 am »

Quote
... except "Enter Alkesh", which puts you under the ship and you fall.
Fixed, wrong coordinates in the responsible script.

Quote
Also, the "almost" in "almost perfectly" is because the activate and deactivate autopilot hold for ring transport actions are hard to find.  They appear reasonably consistently in third person view, but not always, and I couldn't find them at all in first person view or in a #6 menu check (just in case).
It's not a question of finding the actions, they either appear or not.
They shall only appear in your action menu, when you're in the pilot seat yourself. And only in the your AI's action list, when it is in the pilot seat. Nowhere else they shall appear.

Quote
And, since I'm mentioning everything, the "Get Out" function for both ships does an odd thing, causes an odd bobble - it could just be that you're putting the unit a tad too high and it falls a bit, but it also might be a facing issue with respect to nearby furniture.  If you force the unit's facing to be ship's heading, that might keep one's weapon from interacting with the furniture, and if you lower the "Get Out" relative elevation by, I don't know, maybe 0.2 m that might reduce the bobble.  (This happens very quickly, so it's hard to be precise.)

I think I know what this is. When you eject from an aircraft in ArmA, you are set outside of it with a parachute and you start to fall. Even when the ship is standing on the ground you start to fall as the eject positions are not on ground level.

What currently happens then:
Code: ("Event_Getout_UnitHandler.sqf") [Select]
if((vehicle _unit) iskindof "ParachuteBase") then {
deleteVehicle (vehicle _unit);
};
waitUntil { _unit == vehicle _unit };
_unit attachTo [_int, _pos];
sleep 0.5;
detach _unit;
_unit setVectorUp [0,0,1];
_unit setVelocity [0,0,0];

After ejecting, your parachute is deleted. When it's gone, you're attached to the interior. At that time you still have the velocity vector from falling. So ArmA keeps applying downwards speed to your unit and attachTo pulls you back up, to keep you at the correct position. Reseting the velocity vector right after attaching the unit should fix that.

There's one noteworthy thing happening here as well. Right below the position you're attached to is the ships deck and its road lod, but your unit doesn't stop there, which leads us to the observation that attached objects seem to ignore road lods. It's nothing major, just one of the things in the ArmAverse that you only find out by accident.



Round #4, fixed:
  • Entering Alkesh
  • Getting out from ship's cockpit

« Last Edit: May 11, 2011, 02:37:43 pm by Poweruser »
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Stick

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #647 on: May 11, 2011, 08:55:41 pm »

Quote
It's not a question of finding the actions, they either appear or not.
They shall only appear in your action menu, when you're in the pilot seat yourself. And only in the your AI's action list, when it is in the pilot seat. Nowhere else they shall appear.

What I meant was that when I was in the pilot's seat it didn't matter where I looked or whether I scrolled my mouse wheel or not, the action did not make itself available, except when I was in 3rd person view, and not always then, either.  It seemed to depend on where the ship was pointing or some such, although that may simply have been a matter of timing.  I'll look again in the action menu for test #4.

Quote
After ejecting, your parachute is deleted. When it's gone, you're attached to the interior. At that time you still have the velocity vector from falling. So ArmA keeps applying downwards speed to your unit and attachTo pulls you back up, to keep you at the correct position. Reseting the velocity vector right after attaching the unit should fix that.

I'm a little unclear on why eject is part of this equation - doesn't unassignvehicle remove you from the vehicle without the "eject" overhead (parachutes and such)?  Whatever works for you.
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Stick
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Stick

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #648 on: May 11, 2011, 09:10:30 pm »


The test 4 files work great except for one final tweak - when you "Enter Alkesh" your facing is toward the door.  The door should be at your back after entering.  Everything else works great, and, to be clear, on both the Isla Duala map and the Worlds map, which have different terrain at the origin.
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Stick
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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #649 on: May 13, 2011, 07:09:13 pm »

So far, so good. Will have to check some arma2 addons then, to see how its done with in-cockpit useractions there. What position and what radius.
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icewind.123

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #650 on: July 26, 2011, 06:55:37 pm »

Here's a new file of the F302 and deathglider, I added cargo slots and cockpits for the deathglider. Also the wrecks should be fixed now.

http://www.mediafire.com/?70uylk29f0b58s0
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Dreadlord_33

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #651 on: July 30, 2011, 06:52:10 am »

I can't seem to see the projectiles from any of the ships except the alkesh, I think it has something to do with my video settings. Is there any particular setting that might affect this?
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Gamma7897

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Re: [Alpha\Beta Release] SG Mod Ships
« Reply #652 on: December 05, 2011, 02:22:50 pm »

i don“t know if this has been asked before but is there any way to spawn in the alkesh interior (not the static one). I would like it in a scenario im building and im am not a scripting EInstein
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The Stargate Modification is a scripted add-on for Operation Flashpoint, ArmA and ArmA II,
it has been unofficially created as a way for fans to explore the Stargate as it is portrayed in the shows.
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