stuntman ideas

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stuntman ideas

Post  DirTyDeeDs on Mon Nov 09, 2009 6:16 pm

working on stuntman, I will use this thread for feedback and ideas.

I found this code to be helpful in negating damage to vehicles and people. those bikes just get damaged way too easily.
I put the code on a bike, and then the bike survived but I died, so I put it on the player unit, and walla! I can jump 600 meters, flip over, and not die. I just fall off the bike and get back on, lol.
I assume the code will work better than the 'build' script, zombie. We could replace it on the ramps...

Code:
this addEventHandler ["HandleDamage", {false}];

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Re: stuntman ideas

Post  DirTyDeeDs on Mon Nov 09, 2009 8:01 pm

I made a post in Arma2 addon request thread about the challenger, hoping someone will make a port!
http://forums.bistudio.com/showpost.php?p=1485290&postcount=830


http://ofp.gamepark.cz/index.php?sekce=unofaddons/vehicles&archiv=true&page=20

I can place this in the editor, but there is a graphic glitch like a white wall on the front bumper, and there is no 'get in driver' action. Evil or Very Mad



Last edited by DirTyDeeDs on Mon Nov 09, 2009 8:29 pm; edited 1 time in total

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Re: stuntman ideas

Post  DirTyDeeDs on Mon Nov 09, 2009 8:20 pm

I DLed the BI editing tools, I think I can fix the missing 'get in driver' action.
http://forums.bistudio.com/showthread.php?t=74520

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Re: stuntman ideas

Post  DCC on Mon Nov 09, 2009 10:22 pm

I think you should import the following addons.

ATV - http://www.armedassault.info/index.php?game=0&cat=addons&id=911

Suburbans (Would be good for a cops and robber funny video) - http://www.armedassault.info/index.php?game=0&cat=addons&id=788

Mercenary Vehicle - http://www.armedassault.info/index.php?game=0&cat=addons&id=670

I think the both of you should team up and get real fancy on a spectator script or something. Make the map stick out. Make it that much more fun. Should def, put a couple choppers in there just for the hell of it. Is there anyway where a script can be made so it tells you how far you actually jumped. That way you could atleast see who is jumping the furthest.

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Re: stuntman ideas

Post  DCC on Mon Nov 09, 2009 10:23 pm


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Re: stuntman ideas

Post  DirTyDeeDs on Mon Nov 09, 2009 10:58 pm

well, I can check these cars out, drop em in the map and see how well they work.
these other vehicles are a good idea, but I am having trouble finding ones that work with the turbo script. If a vehicle cant use the turbo, it only goes max 120, and the jumping is LAME.
thanks for the ideas.

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Re: stuntman ideas

Post  Zombie on Mon Nov 09, 2009 11:09 pm

I am fighting a script right now to measure and display jump distance...almost got it

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Re: stuntman ideas

Post  DirTyDeeDs on Sat Nov 14, 2009 5:09 am

update. jump script conquered thanks to silolas help I love you (member BIS editing community)


days off for zombie and me led to one idea, led to another, led to another, led to...madness geek
this structure is being built on Utes to make it easier to edit.
It will be imported to the Chernarus island when complete.
I've since made a backup of this configuration, then deleted the ramps and platform lower left and upper right to make the large structure form a rough of S shape ( S for stuntman ).
This also allows for a little more room for the .... Very Happy

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Re: stuntman ideas

Post  DirTyDeeDs on Sat Nov 14, 2009 6:48 pm

last night I replaced all the ramps with the 'smoother' ones, except for the tube ramps. pirat

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Re: stuntman ideas

Post  DirTyDeeDs on Sun Nov 15, 2009 5:30 pm

DCC, the gecko you posted requires additional addons, so I didnt test them (yet)
the other vehicles appear not to work with the turbo script, so their 'stuntman' activities would be very limited.

I noticed this ArmA1 car addon claims a top speed of 300mph, I will test it and see if it works in A2 and if the turbo works for that.

Cobra Shelby GT
by
General_NS
http://www.armaholic.com/page.php?id=2690


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Re: stuntman ideas

Post  DirTyDeeDs on Sun Nov 15, 2009 6:11 pm

well, I cant get the car to do more than 101 mph, and the turbo doesn't work... so that idea has failed Sad

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Re: stuntman ideas

Post  DirTyDeeDs on Thu Nov 19, 2009 7:42 am

zombie, every one of those 'pond' water objects are the same, flat water objects, just the size and shape are different.

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lobby interior

Post  DirTyDeeDs on Fri Nov 27, 2009 3:44 am


lobby king

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Re: stuntman ideas

Post  Zombie on Fri Nov 27, 2009 8:25 am

lobby?! I LIKE IT! Looking really good there Zig

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Re: stuntman ideas

Post  DirTyDeeDs on Fri Nov 27, 2009 4:01 pm

heheh lobby, for lack of a better word. i added the civilians just for the screenshot.
I added one more detail after that ss was taken... geek
I noticed if the structure has a portion of its base on a grass terrain, some of the block objects will lose solidity. I moved the whole thing so that it was all on road/airport terrain and it eliminated the problem.
One thing I am disappointed with is, if you shoot the arrow signs they fall over, and adding the damage event handler does not disable that 'animation' scratch

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Re: stuntman ideas

Post  Zombie on Fri Nov 27, 2009 9:54 pm

try putting a small invisible marker on the spot of the sign, then a repeating trigger (!alive name of sign) createvehicle classname for sign (getmarkerpos invisible marker)

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Re: stuntman ideas

Post  DirTyDeeDs on Sat Nov 28, 2009 12:34 am

if i read that right, its if sign is not alive then create vehicle 'sign' at position of invisible marker.
I have two signs right next to each other to create a 'doublesided' effect.
the placement of the signs is very precise, will this trigger put the signs back in the exact same spot?

I added billboards to the 'lobby' so that just the picture shows. I also added trigger sounds after the 'elevator activated' trigger, incoming 4, 2, 1, and 1. the 4 sounds fire off one after another and accompany you up to the top. Sounds like a zooming effect. Twisted Evil
I added flags at the top, and I slightly changed the velocity x and z values so you dont go up as high at the end.

/busybeaver pirat

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Re: stuntman ideas

Post  DirTyDeeDs on Sat Nov 28, 2009 1:51 am

ahh haaa! enablesimulation false !

Code:
name enableSimulation false;


headbang

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Re: stuntman ideas

Post  DirTyDeeDs on Fri Dec 04, 2009 7:45 am

some stuntman sound files I edited and converted. pirat

first group I had incorrectly named the sound files and it crashes your Arma2. keep the .wav's and ditch or fix the .ogg's
I will fix the names and upload another file.


Last edited by DirTyDeeDs on Fri Dec 04, 2009 11:39 pm; edited 1 time in total

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Re: stuntman ideas

Post  DirTyDeeDs on Fri Dec 04, 2009 11:37 pm

I didnt use proper naming protocol, so the sound files will crash your arma2.
through process of elimination I fixed the bad names and uploaded to RS another file, this includes 4 additional sounds.
dung eye! geek
rapidshare.com zombiesound2.7z

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Re: stuntman ideas

Post  DirTyDeeDs on Sat Dec 05, 2009 3:58 am

arrrgh!
TURBO dont fuckin work, and driver animation error. suicide



challengerconcept by 6sigma, released for Arma as part addon requirements for mission Saharani Life.
Shinobi showed me a picture, and I hunted the thing down on my own.
challenger arma search via youtube/ RPmods.com/Addon DL.

I think I can fix the driver, but the car class thing, eh, probably not. I may contact 6sigma directly, at least he is more active than Black Baron. No


click for full size

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Re: stuntman ideas

Post  Zombie on Tue Dec 08, 2009 12:30 pm

I was thinking of using my newfound attachto skills to make a ski jump.....so we need either a ski mod or a ski script, and I couldn't find a good link to either

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celery script

Post  DirTyDeeDs on Tue Feb 23, 2010 4:28 pm

Celery wrote:Sorry for being a lazy pig for the past two months. To appease your wrath I'm pushing out Road Rage for A2 probably within the week. Smile

I'm currently pondering if I should include a nitro boost feature similar to the rarely seen Road Rage v1.08 in Arma 1. The car will go faster when you press the appropriate key and it empties your fuel tank quickly. However, the handling feels a bit unnatural. Perhaps I'll make it a parameter option at first and see if it adds anything to the experience.

[DirTyDeeDs]-Ziggy- wrote:if you can get a turbo script to work on any wheeled vehicle other than a bicycle or motorcycle, I would be VERY interested in knowing how.

coughStuntmancough...Wink


Celery wrote:If you're in a hurry, here is what I've done so far:

cly_keypress.sqs
Code:
~0.1

CLY_key_roadrageaction=actionKeys "ToggleWeapons"+actionKeys "ReloadMagazine"

;Keyboard
findDisplay 46 displaySetEventHandler ["KeyDown","if ((_this select 1) in CLY_key_roadrageaction) then {CLY_roadrageaction=true}"]
findDisplay 46 displaySetEventHandler ["KeyUp","if ((_this select 1) in CLY_key_roadrageaction) then {CLY_roadrageaction=false}"]

;Re-check keys in case the player remaps them mid-game
#loop
~5
CLY_key_roadrageaction=actionKeys "ToggleWeapons"+actionKeys "ReloadMagazine"
goto "loop"

cly_turbo.sqs
Code:
_maxspeed=200

#start
@alive player and player!=vehicle player
_vehicle=(vehicle player)
CLY_roadrageaction=false

#loop
?!alive player or player==vehicle player:goto "start"
?!CLY_roadrageaction:_greenlight=1
?CLY_roadrageaction and getPos _vehicle select 2<0.1 and _greenlight==1:goto "turbo"
~0.1
goto "loop"

#turbo
?!alive player or player==(vehicle player):goto "start"
?fuel _vehicle<=0.01:_greenlight=0;goto "loop"
?(!CLY_roadrageaction or getPos _vehicle select 2>0.1 or speed _vehicle<2) and _greenlight==1:goto "loop"
_vel=velocity _vehicle
_dir=vectordir _vehicle
?speed _vehicle<_maxspeed and getPos _vehicle select 2<0.1:_vehicle setVelocity [(_vel select 0)+((_dir select 0)*5),(_vel select 1)+((_dir select 1)*5),(_vel select 2)+((_dir select 2)*5)];_vehicle setFuel (fuel _vehicle)-0.0025
~0.01
goto "turbo"

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Re: stuntman ideas

Post  Zombie on Tue Feb 23, 2010 9:08 pm

he can try...if it will work I will definitely get back to work on stuntman. Also maybe you can ask him if he can make a "down hill skiing" script for infantry........

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Re: stuntman ideas

Post  DirTyDeeDs on Sun Mar 07, 2010 3:39 pm

Cruising at 400/kmph


Celery king sent me the file associated with this video!

http://selleri.pp.fi/stuff/nitro.Chernarus.zip

The feature depicted in this video is different than the script within Road Rage!
RR, its turbo assigned to a key press, and the longer its pressed faster you go, but it removes fuel at a fast rate.
This video doesn't show fuel decrease.
I dont care how the speed mod works as long as I can trigger it and jump far !

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