ando
Sergeant
Posts: 31
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Post by ando on Jan 22, 2010 4:27:11 GMT -8
Good job. VC2: Mortar causes editor crash when press fire. (I will test it more later) All other weapons is working without problems. Downloading VC1 version now too. One other problem is that I cant create spot light in VC2 editor. If I create then it appears as omni light. Can anybody confirm, is it working or not?
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Post by mro on Jan 22, 2010 5:17:14 GMT -8
strange for mortar in VC2 after deep study it is working well in final version it shouldn't crash try to restart from C script and compile it again: just cancel the SCR and put the C: of course they must have same name (BES and C)
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Post by mro on Jan 22, 2010 6:05:48 GMT -8
checked again.. the mortar works in editor and in maps
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ando
Sergeant
Posts: 31
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Post by ando on Jan 22, 2010 6:20:52 GMT -8
recompiled script and mortar works now
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Post by mro on Jan 22, 2010 6:52:32 GMT -8
right let's try to fix its animation: if you go in ANIM\LINK there are three wanderful stg for mortar gunner, but needs the added function to the script, as I wrote you in email.. for the moment I adapted a normal MWP animation (up center down) but it'd be 1000 times better with the right one, since we already have.. the man throws the ammunition in mortar tube, then moves and closes his ears
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Post by mro on Jan 22, 2010 6:55:09 GMT -8
THINK THIS ONE
typedef struct{ char *stg_filename; float start_anim_time; // cas v animaci od ktereho se zacne prehravat float end_anim_time; // cas v animaci do ktereho se prehrava, 0 znamena defaulni cely cas animace float begin_interpolate_time; // jaky cas na zacatku pusteni se animace "nainterpolovava" float end_interpolate_time; // jaky cas pred koncem pusteni se animace "odinterpolovava" float weight; // vaha animace, 1.0f je naplno BOOL disable_hit_anim;
dword callback_id; // 0 znamena nevolat, vola SC_PLSCR_MSG_ANIM_CALLBACK float callback_timetoend; // jak dlouho pred koncem animace se ma callback zavolat }s_SC_P_Play3pvAnim;
extern void SC_PC_SetFpvCameraFrom3pvAnim(BOOL enable); // sets fpv camera for PC player from 3pv animation
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Post by Chavez on Jan 23, 2010 0:57:52 GMT -8
mro, whenever you 'typedef' something, it is to make sure you are not overwriting something else...are you sure you want to typedef a struct?
eg typedef struct{ //... }s_SC_P_Play3pvAnim;
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Post by mro on Jan 23, 2010 3:56:13 GMT -8
no I just tried to add this function without typedef but appears "specify which player" which means I'm lost, because in MWP case player is the gunner.. each one
...
no results.. long long trials to change animation dir for me
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Jan 23, 2010 13:09:08 GMT -8
Just tested out your MG's and i must say, they are very cool! But some things needs to be fixed... I got a test map with em, i can send it to you if you want?
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Post by mro on Jan 24, 2010 2:12:04 GMT -8
Tks Zybero, I have a test map.. I sent you all a long document in PDF: if you read that you see what needs to be fixed... I know and listed. If you didn't receive pls tell me
DID YOU ALL RECEIVE THE 11 PAGES IN PDF?
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Jan 24, 2010 8:38:19 GMT -8
I got all your pages... btw. The Mortar don't work in the version you sent me (And since its only *.SCR, i can't recompile them)... Anyway, i get a strange crash when i test my map, i don't know if it have something to do with your MG's. But the screen freezes and then crash....
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Post by mro on Jan 25, 2010 2:55:57 GMT -8
for Ando all was working properly, only mortar was not working at beginning, but once recompiled script it was okay so there is no meaning for which it cannot work for you: only explanation is that you're mixing VC1 and VC2 models: note that you cannot: 1) because scripts are different 2) because VC2 is with Pterolayer and in VC1 Pteromaterial (Pterolayer doesn't work in VC1) or??? about the list of points to be fixed I'll post again it what is important is that the MWP now work either iun VC1 and VC2 and we can start to fix the few missing points, right?
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Post by mro on Jan 25, 2010 6:22:21 GMT -8
HERE IS THE LIST OF SMALL POINTS TO BE FIXED AS PROMISED COUNT ON COMMUNITY PARTICIPATION
VC2 MWP List of points to be fixed
THE MWP'S ARE FOR VC1 AND VC2: THEY WORK EITHER IN VC1 AND VC2, OF COURSE WITH DIFFERENT SCRIIPTS AND MODELS. WHILE IN VC1 IS EASIER (AND NOT ONLY BECAUSE OF SDK) IN VC2 SOMETHING HAS TO BE FIXED. ANYHOW THE 5 NEW MWP WORK PROPERLY AND ONLY NEED TO BE FIXED IN SOME SMALL DETAILS: ASK COMMUNITY HELP AND SUPPORT TO SOLVE THE LAST POINTS. NOTE: THE FOLLOWING POINTS ARE FOR VC2.. ONLY POINTS 4, 5, AND 6 REGARD ALSO VC1.
LIST OF MWP - TYPE M1 60 mm MORTAR - CHINCOM TYPE 53 81 mm MORTAR - M46 TYPE 59 CANNON - DShK AA MOUNT HMG - DShK SINGLE MOUNT HMG
1) ALL VC2 MWP'S PTC in all VC2 mounted weapons the function "CreatePTC" and "FlyOffCartridge" do not work, even if they are included in sc_global.h: not only in my new, but in all original MWP SOLUTIONS - guess the PTC are coded in definitions: in fact there are some *.txt files on this matter - some MWP like cannons have their own muzzle smoke and explosion coded, so it'd be possible - only hand weapons have the FlyOffCart function working, but it is not because of nod names TO BE STUDIED - there are a couple of include in INC about particles creation: but they don't work: or I'm not able to make them work (says "not found")
2) FOR ALL: WEAP.TXT I created a new WEAP.TXT: it is possible to add weapons, change sound batch, cteate its missile, and make all the included functions: I've done it only for DShKAA at the moment, because it is perfectly working only in editor test mode: when you apply to a map it crashes or MWP is not recognized SOLUTIONS - to improve study on why it doesn't work in maps: it seems simple, because just add this *.txt file in INI folder (like when you add a VC_Coop) - I didn't develop others because until found the solution to make it working it's wasted time
3) FOR ALL: SOUND Also made very good sounds, but here no success at all: created XSOUND 5 - WEAPONS, and also a new one: extra *.txt (e.g. XSOUND 20 - EXTRAMWP), but once you're able to put it in a new SND2 folder, the engiune doesn't play the sound. Only result is when you overwrite an existing sound with the new one, and put in the new SND2 folder: it is played perfecly.. which means the *wav files work. SOLUTIONS any idea?
4) DShKAA SPOT LIGHT me and Ando are trying to add a light to the spot, but till now no success: the result should be a directional light starting from spot, with strict ray, arriving very far.. nice result, if we will be able SOLUTIONS - to create a light in 3dsMax and transform it with PteroTools, then add the script function as Ando explained me
5) DShKAA METAL COLLISION base, tower and gunsbed "lock" player during exit: he can entry but cannot leave the weapon SOLUTIONS - no way to change values in script: "active range" and "active dist": even at minimum value player is locked - only solution I found at the moment is to create an ^S (or ^SF) object with collision linked to its main mesh (base, tower and gunsbed): it is second in hyerarchy, before LOD's of same mesh.. in this way player doesn't find collision but in the scene there is metal body PROBLE: the ^S do not rotate with mesh, so result isn't very good TO BE STUDIED - how to make the ^S rotate with rest: e.g. considering it as a LOD - user defined collisions: might be something ("misshp" or "colshp", etc..) to overcome - or adding an "exit" in script, applying the vehicle entry (like hey) principle
6) Mortar COLLISION since the mortar script is adapted on Recoiless script, I had to adapt a straight trajectory to a "similar curve" one (to make the mortar shoot on ground and not to the sky).. but for this reason the muzzle direction shoots against the mortar tube collision, and the missile explodes at first collision it finds: result is that missile explodes on mortar tube SOLUTIONS - to overcome this I made the tube without collision, and then adopted the same solution as pt5 but as per DShKAA the "^S" objects do not rotate with weapon: we must find a solution as in point 5
NOTE (FOR PT5 and PT6) VC2 developers solved the these problems simply cancelling collision from some weapons: but I'd like to do better, if possible.
7) Mortar ANIMATION There is a very good "mortar" folder in ANIMS\LINK: it contains P001.stg, P002.stg and P003.stg. 001 and 003 are stativ positions, while 002 is shhoting with mortar: the gunner actions exactly made for mortar working.. unluckily they accnot be applied to standard MWP script, because in "anim_dir" they are accepted only up, center and down.stg (the three shooting positions). So temporary I used the M2C50.stg to make the mortar work: it is the only one we can adapt since gunner is cronch. SOLUTIONS - I found a function called "Play3PVAnim" in sc_global.h, and / or "VehicleSeat" function: by these functions (if able to apply to the main MWP script) it could be possible to play the "mortar" animation: principle should be the same of hand weapons, which don't have the three shooting position only
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Jan 25, 2010 6:59:42 GMT -8
Ahh ffs, thats what i said.... I can't recompile since i do not have a *.C and no i'm not using the VC1's for VC2 (And i know that for sure!)...
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Post by mro on Jan 25, 2010 7:25:30 GMT -8
repeat your email to make sure and send the c
no need: sent PM with megaupload link
now I made a new mortar 81 mm Type 53 Chincom: higher and heavier: 112 cm tube 20 kg
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