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Author Topic: Archived: (StarGate:Challenged Empires)  (Read 58977 times)

Mix-Martes86

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Re: StarGate:Challenged Empires
« Reply #165 on: February 19, 2009, 09:33:20 pm »

i've finally figured out the code to get the PBT working 100%, a few more changes then we'll elease the beta.

Oh... then, the wait is coming to an end. Testing of this should be fun. :)
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Tobi

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Re: StarGate:Challenged Empires
« Reply #166 on: February 20, 2009, 07:29:06 pm »

sounds good! =) but what is the PBT??^^
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Deepsmeg

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Re: StarGate:Challenged Empires
« Reply #167 on: February 20, 2009, 09:45:19 pm »

Police Brutality Techniques?
People Buy Tomatoes?
Pushing Back Time?
Please Ban Tobi?

It's explained from page 8.
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Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

Mix-Martes86

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Re: StarGate:Challenged Empires
« Reply #168 on: February 20, 2009, 10:27:37 pm »

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FrostMan

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Re: StarGate:Challenged Empires
« Reply #169 on: February 21, 2009, 04:13:12 am »

Predictive Balistic Tracing (PBT) is a newly developed technique which has been designed to track any objects which are on a intecept course with the Stargates.
Its far superior to the old detection code and uses less resources; there are two kinds Passive / Active and are used in different ways.

Here's a basic idea of what i mean:
http://www.youtube.com/watch?v=Iu9KjxZW8oU (The video's owner prevents external embedding)

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ITER was originally an acronym for International Thermonuclear Experimental Reactor, but that title was dropped due to the negative popular connotation of "thermonuclear", especially when in conjunction with "experimental".

Mix-Martes86

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Re: StarGate:Challenged Empires
« Reply #170 on: February 21, 2009, 03:19:00 pm »

Where do you guys get such cool ideas for your programming? ;)
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Tobi

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Re: StarGate:Challenged Empires
« Reply #171 on: February 21, 2009, 04:41:07 pm »

Police Brutality Techniques?
People Buy Tomatoes?
Pushing Back Time?
Please Ban Tobi?

It's explained from page 8.

ROFL

@frostman: thanks for the explanation! you said a few more changes then youll release the beta. so that shouldnt take very long right^^
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Deepsmeg

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Re: StarGate:Challenged Empires
« Reply #172 on: February 21, 2009, 04:58:16 pm »

Where do you guys get such cool ideas for your programming? ;)
We both do it as a day job.
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Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

FrostMan

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Re: StarGate:Challenged Empires
« Reply #173 on: February 21, 2009, 10:37:55 pm »

I have a simpler answer... we're just that good.










<< i refer to my previous quote
« Last Edit: February 21, 2009, 10:39:28 pm by FrostMan »
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ITER was originally an acronym for International Thermonuclear Experimental Reactor, but that title was dropped due to the negative popular connotation of "thermonuclear", especially when in conjunction with "experimental".

BANDIT

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Re: StarGate:Challenged Empires
« Reply #174 on: February 23, 2009, 11:45:31 am »

question! what will happen when a explosions throws a dead body or a destroyed vehicle through the gate? will that get transported?

or when i push another car with my own car through the gate?

will it be possible to fly through?

and whos tobi? o.O

and a bomb malp version would pwn^^  drive 10meter and then explode:P would be nice for every stargate center:D
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Deepsmeg

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Re: StarGate:Challenged Empires
« Reply #175 on: February 23, 2009, 03:21:43 pm »

ok... I'll try and answer these...
Dead body: No.
Dead vehicle: Can't see why not.
Shunting a car through: Yes.
Flying through: Yes, if you can fit through (helicopters cannot do this!)
Tobi is a forum user
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http://tinyurl.com/dsf-faq <--- Updated 09/08/2011

Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

Mix-Martes86

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Re: StarGate:Challenged Empires
« Reply #176 on: February 24, 2009, 10:03:37 am »

We both do it as a day job.

Oh... then that explains it (if I understood correctly what you meant, lol).

Hey Frosty, d'you ever try to get in one of those "summer of code" things from google? I hear it's a quite productive way of making your way into the business.
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Tobi

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Re: StarGate:Challenged Empires
« Reply #177 on: February 24, 2009, 02:10:29 pm »

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FrostMan

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Re: StarGate:Challenged Empires
« Reply #178 on: February 27, 2009, 12:29:32 am »

@frostman: thanks for the explanation! you said a few more changes then youll release the beta. so that shouldnt take very long right^^

We'll i just need to sort out a few more issues and condense the code to sqf so it runs faster.

For example:

Code: [Select]
_gate1=_this select 0
_gate2=_this select 1
_man = _this select 2
_gateX=getpos _gate1 select 0;
_gateZ=getpos _gate1 select 1;
_gate2X=getpos _gate2 select 0;
_gate2Z=getpos _gate2 select 1;
_manX=(getpos _man select 0)-_gateX
_manZ=(getpos _man select 1)-_gateZ
_manY1=(getpos _man select 2)
_mvx=(velocity _man select 0)*0.05
_mvz=(velocity _man select 1)*0.05
_mvy=(velocity _man select 2)*0.05
_p= velocity _man;
_ldrman= Leader _man
_fo=(_ldrman!=_ldrman)
_groups=[];
_grerr=[];
_sended=false;
_isfriend=(side(_this select 2)!=east)
_close=180;
_c=0;
_c2=0;
_script="";
_1st=true;
_manfl=objnull;
_dez=[];
_dezforms=[];
_front=true;

_pl=1.330;
;if (nearestobject [_gate2X,_gate2Z,0]==nearestobject [[_gate2X,_gate2Z],"SG_ironstairs"])then {_pl=1.545}
  _dir0 =(getdir _gate1);
  _cdir0= cos _dir0;
  _sdir0= sin _dir0;
  _dir =(getdir _gate2+180);
  _cdir20= cos _dir;
  _sdir20= sin _dir;
  _newdir=_dir-_dir0;
  _cndir= cos _newdir;
  _sndir= sin _newdir;
_gateXin=_gateX+(_sdir0*4)
_gateZin=_gateZ+(_cdir0*4)
_gateXerr=_gateX-(_sdir0*15)
_gateZerr=_gateZ-(_cdir0*15)
_gate2Xout=_gate2X+(_sdir20*20)
_gate2Zout=_gate2Z+(_cdir20*20)
_t=_time
_c=0
_mod2=true;
  _manX1=_manZ*_sdir0-_manX*_cdir0
  _manZ1=_manZ*_cdir0+_manX*_sdir0;
;if(_sended and !_fo and(_manZ1<2)and(_manZ1>-20))then {_manY1=_manY1+_pl;goto "send"}
  _manX0=_manX1+_mvx*_cdir0-_mvz*_sdir0;
  _manZ0=_manZ1-_mvz*_cdir0-_mvx*_sdir0;
  _manY0=_manY1-_mvy;
  _manX2=_manX1-_mvx*_cdir0+_mvz*_sdir0;
  _manZ2=_manZ1+_mvz*_cdir0+_mvx*_sdir0;
  _manY2=_manY1+_mvy;
_front=true
if(((_manZ2>0.01) && (_manZ2<0.7))and((_manZ0>0.01) && (_manZ0<0.7)))then {_front=false;goto"wormhole"}
if((_manZ2<0)or(_manZ0>0))then {goto "exit"}

#wormhole
if not _fo then {goto "fo"}
; bullets rockets
 _a1=(_manX2-_manX1)/(_manZ2-_manZ1);
  _manX1=(_manX2-(_a1*_manZ2));
  _a2=(_manY2-_manY1)/(_manZ2-_manZ1);
  _manY1=(_manY2-(_a2*_manZ2))-3.565;
  _manZ1=0;
  [_gate1,_gate2,typeof _man,_man] exec "\DSF_SG_CONFIG\sqs\transport4.sqs"
  if ((_manX1^2)+(_manY1^2)<7.76) then {_manY1=_manY1+3.565;goto"send"}
 goto "exit";
;soldiers tanks cars

#fo
_manY1=_manY1+_pl
  if ((abs(_manX1)<3.5)and(_manY1<4.5)) then {if(_front)then{goto"send"}}
exit

#send
_sended=true;
?(alive _man) : _gate1 say "dsfsg_skrz";
_ManIsLdr=(_man==_ldrman)

#through
player sidechat format["Gate1: %1",_gate1 worldToModel (getpos _man)]
if(_man isKindOf "allvehicles")then{goto "aman"};

#aman
?!(_man == player || player in crew _man): goto "ai";
cutRsc ["dsfoverlaywhite","PLAIN"]
_binger = createDialog  "dsfDlgBlackScreen";
setMousePosition [0, 0];
_man setpos [20,20,505];
disableuserinput true;
enableradio false;
playsound "dsfsgwormhole";
goto "herewego"

#ai
_man setpos [20,20,505];

#herewego
[_gate2X-(_cdir20*_manX1)+(_sdir20*_manZ1),_gate2Z-(_cdir20*_manZ1)+(_sdir20*_manX1),_manY1,(_p select 1)*_sndir+(_p select 0)*_cndir,-1*(_p select 0)*_sndir+(_p select 1)*_cndir,(_p select 2),_script,_man,_newdir+getdir _man,_gate2,_gate1] exec "\DSF_SG_CONFIG\sqs\transport3.sqs";

#close
#exit
exit

Changes to:
Code: [Select]
private["_gate1","_gate2","_p","_pos","_newdir","_vec","_functionCall","_mandir","_type","_binger","_dir","_dir0","_cndir","_sndir","_int3","_int","_int2","_man","_dis","_p1"];


_gate1=_this select 0;
_gate2=_this select 1;
_man = _this select 2;
_pos = getpos _man;
_vec = vectordir _man;
_functionCall = ([_vec, _gate1, _pos, 2.95] call fIntersect);
if (_functionCall select 0 ==1) then
{
_dis = 0;
_mandir = getdir _man;
_type = typeof _man;

_dir =(getdir _gate2+180);
_dir0 =(getdir _gate1);
_newdir=_dir-_dir0;
_cndir= cos _newdir;
_sndir= sin _newdir;
_int = _functionCall select 1 ;
_int3 = _gate1 modelToWorld _int;
_int2 = [_int select 0,_int select 1, _int select 2];
while {(speed _man != _p1) AND (_gate1 worldtomodel getpos _man select 1 < 0)} do {_p1 = speed _man};
if (_gate1 worldtomodel getpos _man select 1 < 0)then{_p1 = 0.277777778 * (speed _man);_dis = (_pos distance _gate1) / _p1}else{};
sleep _dis;
if(_man isKindOf "Bulletbase")then{deleteVehicle _man}Else{cutRsc ["dsfoverlaywhite","PLAIN"];_binger = createDialog  "dsfDlgBlackScreen";setMousePosition [0, 0];_man setpos [20,20,505];enableradio false;playsound "dsfsgwormhole"};
_gate1 say "dsfsg_skrz";
_p1 = speed _man;
_p= velocity _man;
if(alive _man)then{
[_int2,(_p select 1)*_sndir+(_p select 0)*_cndir,-1*(_p select 0)*_sndir+(_p select 1)*_cndir,(_p  select 2),_man,_newdir+_mandir,_gate2,_gate1,_type,_man isKindOf "bulletbase",_p1] exec "transport3.sqs"
};
};
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Mix-Martes86

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Re: StarGate:Challenged Empires
« Reply #179 on: February 27, 2009, 09:04:52 am »

The last one certainly gives less of a headache when seeing it than the first. :biggrin:
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The Stargate Modification is a scripted add-on for Operation Flashpoint, ArmA and ArmA II,
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