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Author
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Topic: reusable bullet holes
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Tailslide Pilot
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posted 08-25- 06:21 PM
I managed to get a string of bullet holes into a seperate reusable file. Instead of copying and pasting you just put a file reference to these bullet string files, and call a function inside them which randomly unhides different combinations of bullet holes. Sometimes you get 4, sometimes you get 1, 2, 3 in different positions. This could/should be expanded for other effects like cannon shots, peeled back skin, etc. The great thing about this is if everyone applied this to a flat rectangular spot on their wing sections (fuselages?) it is very quick to apply but we could upgrade all the damage effects on all the planes just by updating the bulletstring.sm file.. Here is the function in my bulletstring.sm file: (obFunc (BulletHoles (obProb ( 40 (obUnhide 'Hit1, 'Hit2, 'Hit3, 'Hit4) 10 (obUnhide 'Hit2, 'Hit3, 'Hit4) 10 (obUnhide 'Hit1, 'Hit2, 'Hit3) 10 (obUnhide 'Hit3, 'Hit4) 10 (obUnhide 'Hit2, 'Hit3) 5 (obUnhide 'Hit1) 5 (obUnhide 'Hit2) 5 (obUnhide 'Hit3) 5 (obUnhide 'Hit4) )))) And here is how you call it from your plane after you add the file reference.
onDmg 1 (obExec (Name 'Hit func 'BulletHoles) You do need a seperate .sm file for each set of bullet holes you apply since the objects in each file need unique names. But once you have it all setup it should only take minutes to DM a whole plane.
Is anyone with more artistic skills interested in adding more damage types to the file? I'd be happy to pass the file on. TS
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Tailslide Pilot
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posted 08-25- 07:47 PM
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Raider Pilot
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posted 08-26- 12:17 AM
Very good idea, this should really help it seem like random bullet hits.------------------ Raider 33rd~GS Raiders Site
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Tailslide Pilot
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posted 08-26- 12:42 AM
I'll fix what I have up a bit more and slap it on the planes I'm working on and send you a copy maybe you can include it in your bullet hit zip ? TS
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bjorn Pilot
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posted 08-26- 02:31 AM
This is a very very good idea TS. Way to go! I was wondering, though, you're now limited to 4 bullet holes for a part. For some large planes and some large parts, there could definitely be sprays of more than 4 bullets.I don't know what's a good way of working around this such that it's generic enough to put in a .sm of its own. Maybe have a set of functions like bulletstring4, bulletstring8, etc. I don't know. I like the idea very much. BTW, a way of making the functions less tedious to write might be something like: (obFunc (BulletHoles ( (obProb (80 (obUnhide 'Hit1))) (obProb (80 (obUnhide 'Hit2))) (obProb (80 (obUnhide 'Hit3))) (obProb (80 (onUnhide 'Hit4))) ))) In this example, the likelihood of all 4 being shown should be 0.8^4=41% (I think, math stats wasn't my favourite when studying, I blew that exam several times over.) _ /Bjorn. IP: Logged |
Tailslide Pilot
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posted 08-26- 02:47 AM
Hi bjorn, I made a new one with more than one set of bullet streams.. I'll test it and post it here in a few. I made the statement like that because I wanted combinations where the bullets are together so you don't have a couple and a gap and then another. different size bullet holes would be kinda neat too. TS IP: Logged |
Tailslide Pilot
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posted 08-26- 02:54 AM
[This message has been edited by Tailslide (edited 08-26-2000).] IP: Logged |
Tailslide Pilot
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posted 08-26- 03:41 AM
Ok.. I posted a new Yak 3 with bullet holes on my site (click whats new). If you just want the .sm files for the bullet strings its here: http://tailslide.firelight.dynip.com/Files/bulletstring.zip A couple notes.. I set it up so the object should be aligned with the wing so the bullet holes run roughly diagonal. This is so that if someone comes up with some cool looking exposed spar objects we can include them in the damage function and have them line up with the wing. Bjorn, your idea for different length of bullet trails specified by different functions is great.. shorter ones for elevators, longer ones for bombers. If we get this built up really nice it should be pretty simple to paste it into all the planes. I've taken it about as far as I can. Feel free to soup it up and repost.. thanks Raider for sharing the bulletholes ! TS
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Tailslide Pilot
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posted 08-26- 03:42 AM
site link | v
------------------ Patch It! TS Aircombat
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JG3_Jetlag Pilot
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posted 08-27- 02:23 PM
Just thinking aloud here...Could this technique be modified to introduce different code markings for individual aircraft of the same type... i.e. a small "patch" on the aircraft that can cycled through using a keypress to switch-in a "<< + -", "1 + ", "2 + " etc? ------------------ III Gruppe, Jagdgeschwader 3 IP: Logged |
Nat Pilot
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posted 08-27- 03:30 PM
I think you're onto something there JetIP: Logged |
Tailslide Pilot
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posted 08-27- 11:23 PM
Since you can't see people's canopies open/close online you may not be able to see that either tho.
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Razer Pilot
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posted 08-28- 10:11 AM
Well, my wingman and I was patroling the north shore when we was jumped by 8 190's.2 Spitfire IX heard our yells for help and was there in a min. My wingman went down but was picked up. One of the Spit pilots was downed but i have had no word if he made it. One spit and myself was the only ones to make it out. My plane was badly damaged after many shots ripped up my fuse and some even shot off the cockpit. I'm just glad my wingman is ok. Next time the germans wont be so lucky! ------------------ Tony "Razer" Martin "Making SDOE a dangerous Place, One plane at a time!" FS Hangar IP: Logged |
Snickers Pilot
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posted 08-28- 10:49 AM
Wooo Hooooo!!!!!!!!!------------------ Snickers =FC= IP: Logged |
bjorn Pilot
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posted 08-28- 11:06 AM
Glad you like that one Razer. Note that the P47 does *NOT* make use of the reusable bullets and display functions. The reason is nothing else than that I had already placed well over 90% of the bullets on the plane when the ideas were discussed. The functionality provided is exactly the same, though, only it makes the .sm a bit larger than it needs to instead of referring to an external bullet.sm and/or bulletstring.sm.BTW. note that you may have bullet holes on the underside of the wings/stabs too, which are none too easy for you to see. Hopefully your wingman can tell you about them (Is the swithout distance too close for that?) _ /Bjorn. IP: Logged |
IgorSK Cadet
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posted 08-28- 11:22 AM
Good stuff, Tailslide. Can't the bullet holes as hidden objects around the plane also have some effects assigned to them? (I know this would further kill FR, but..) I mean ONE specific thing - thin, light smoke (which is I think among the game effects) which would go off after gun hits. What do you think? IgorSK IP: Logged |
Tailslide Pilot
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posted 08-28- 11:46 AM
Thats an interesting idea Igor! If the engine in all the planes had the same name you could do something like this in bulletstring.sm :(obExec (Name 'Engine func 'FuelLeak) obsmoke ..) And then paste in the fuelleak function from the yak or I-16 into the engine.. we could have different bulletstring.sm files for bullets that are in the area of fuel tanks, coolant or oil.. TS
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Razer Pilot
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posted 08-28- 03:07 PM
Bjorn, the switchout distance was prefect. I wouldn't change that. It would be nice to have some really cool looking bullet holes.------------------ Tony "Razer" Martin "Making SDOE a dangerous Place, One plane at a time!" FS Hangar IP: Logged |
mposis Pilot
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posted 08-28- 03:43 PM
Damage on user made texture for WWII Fighters. IP: Logged |
Tailslide Pilot
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posted 08-28- 04:44 PM
Hmm, that looks worth stealing 
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IgorSK Cadet
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posted 08-29- 02:03 AM
Tail, that would surely be a simple way how to enrich the damage effects. But I actually I meant assigning the effect -a small stream of light smoke for the whole plane surface.(using the hidden bullet hole objects)I don't want to give up trying to find a way to improve the impression you get from shooting down ...I speculated with Jetlag's mod GunHits and Tracers - I emailed him what I got (I like it more than the previous). But I think what's needed is that small smoke coming from the hit area. IgorSK
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Razer Pilot
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posted 08-29- 09:13 AM
We need some bullet holes like this..
Something else we could do is, in a group of bullets we could have some look different then others. like some be holes and some be holes where the bullet went in at an angle. [This message has been edited by Razer (edited 08-29-2000).] IP: Logged |
Tailslide Pilot
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posted 08-29- 10:32 AM
Igor, why would they be smoking if they're not leaking something? They're just bullet holes.. TS
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spin Pilot
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posted 08-29- 11:52 AM
TS,I think IGOR was referring to an event when the bullet hole first appears (accompanying that wonderful flash we get). A spark or a flash, then brief smoke, where the bullet hole appears. Probably an FPS drain though (mind you it could be a gun smoke call which can be disabled in options). You could even add a sound call (like a bullet ping or richochet). I think this idea would end up smothered by the game's default hit flash though. I can't wait to see where this train goes. By the way adding a few different random bullet textures would be a good idea as Razer suggested. IP: Logged |
Snickers Pilot
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posted 08-29- 11:53 AM
Agreed that it must be leaking to smoke. But a thin wispy smoke that comes off the trailing edge behind the hole(s), and then greatly increase engSCF to help drain the tank...
------------------ Snickers =FC= IP: Logged |
IgorSK Cadet
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posted 08-29- 11:58 AM
That's what I meant, Spin.We have much better looking smaller flashes now - (originally Jetlag's work along tracers (that's what i think of them) - should I post it or send to you? I think combining them with the discussed smoke is worth an attempt. IP: Logged |
Tailslide Pilot
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posted 08-29- 12:01 PM
Ahh i see.. if someone can come up some good cannon damage graphics we can add puffs of smoke for those when the shell explodes.. TS
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Razer Pilot
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posted 08-29- 01:54 PM
Here's a nice image of a gun hit on a Mig-15 IP: Logged |
IgorSK Cadet
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posted 08-31- 03:38 PM
Yeah, Tail. - but to my knowledge the engine does not distinguish cannon hits from MG hits.- you ask about hit visualistion: Do you want me to send you the modified Gunhit and Tracer files? (Jetlag's and mine) Small PUFFS or short bursts of smoke (after hit) from some (if not all) parts of aircraft would be great.
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Tailslide Pilot
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posted 09-01- 12:04 AM
Hi Igor, I have the new tracer file installed but the old hit flashes look pretty close to the guncam footage I've seen. TS IP: Logged |
IgorSK Cadet
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posted 09-01- 01:24 PM
OK, Tail - this certainly is a matter of opinion. (I thought the old flashes and tracers were horrible) I'll post what I've done somewhere (I would be happy if someone would add his improvements) and leave it for everyone to choose his coctail.IgorSK IP: Logged |
Mighty General
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posted 09-01- 02:29 PM
The engine does handle cannon shells and bullets differently. Cannons have explosive. Bullets are entirely kinetic.IP: Logged |
Tailslide Pilot
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posted 09-01- 02:52 PM
I don't think it would be any "less correct" to have both cannon and machine gun damage show up even if we don't know what the other person is shooting. Right now it's machine gun damage only.. TS IP: Logged |
IgorSK Cadet
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posted 09-04- 02:24 AM
Sorry Mighty, I meant the visualisation of the damage (I knew about the difference in the damage effect itself)Yes, Tail - but how to make the engine show cannon hits differently? (probably imposible without getting into the code...) How far did you get with the bullet holes? (...and have you tried assigning the 'puff' effect..? ...maybe using that from engine start?)
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Tailslide Pilot
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posted 09-05- 03:23 AM
If someone creates some cannon damage artwork we can randomly unhide it in the same way bullet holes are unhided. TS IP: Logged |