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Author Topic:   reusable bullet holes
Tailslide
Pilot
posted 08-25- 06:21 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-25- 07:47 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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Raider
Pilot
posted 08-26- 12:17 AM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Very good idea, this should really help it seem like random bullet hits.

------------------
Raider 33rd~GS
Raiders Site

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Tailslide
Pilot
posted 08-26- 12:42 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-26- 02:31 AM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
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.

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Tailslide
Pilot
posted 08-26- 02:47 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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

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Tailslide
Pilot
posted 08-26- 02:54 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

[This message has been edited by Tailslide (edited 08-26-2000).]

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Tailslide
Pilot
posted 08-26- 03:41 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-26- 03:42 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

site link

|
v

------------------
Patch It!

TS Aircombat


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JG3_Jetlag
Pilot
posted 08-27- 02:23 PM     Click Here to See the Profile for JG3_Jetlag   Click Here to Email JG3_Jetlag     Edit/Delete Message   Reply w/Quote
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

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Nat
Pilot
posted 08-27- 03:30 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I think you're onto something there Jet

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Tailslide
Pilot
posted 08-27- 11:23 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-28- 10:11 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
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

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Snickers
Pilot
posted 08-28- 10:49 AM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Wooo Hooooo!!!!!!!!!

------------------
Snickers
=FC=

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bjorn
Pilot
posted 08-28- 11:06 AM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
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.

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IgorSK
Cadet
posted 08-28- 11:22 AM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
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

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Tailslide
Pilot
posted 08-28- 11:46 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-28- 03:07 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
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

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mposis
Pilot
posted 08-28- 03:43 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
Damage on user made texture for WWII Fighters.

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Tailslide
Pilot
posted 08-28- 04:44 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Hmm, that looks worth stealing

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IgorSK
Cadet
posted 08-29- 02:03 AM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote

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
posted 08-29- 09:13 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote


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).]

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Tailslide
Pilot
posted 08-29- 10:32 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Igor, why would they be smoking if they're not leaking something? They're just bullet holes..

TS

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spin
Pilot
posted 08-29- 11:52 AM     Click Here to See the Profile for spin     Edit/Delete Message   Reply w/Quote
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.

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Snickers
Pilot
posted 08-29- 11:53 AM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
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=

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IgorSK
Cadet
posted 08-29- 11:58 AM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
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.

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Tailslide
Pilot
posted 08-29- 12:01 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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
posted 08-29- 01:54 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote

Here's a nice image of a gun hit on a Mig-15

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IgorSK
Cadet
posted 08-31- 03:38 PM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
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
posted 09-01- 12:04 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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

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IgorSK
Cadet
posted 09-01- 01:24 PM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
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

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Mighty
General
posted 09-01- 02:29 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
The engine does handle cannon shells and bullets differently. Cannons have explosive. Bullets are entirely kinetic.

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Tailslide
Pilot
posted 09-01- 02:52 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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

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IgorSK
Cadet
posted 09-04- 02:24 AM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
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
posted 09-05- 03:23 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

If someone creates some cannon damage artwork we can randomly unhide it in the same way bullet holes are unhided.

TS

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