Sport Posted April 11, 2017 Posted April 11, 2017 I'm looking for inventive and realistic ways of guiding people to the specific target area, but without using things like red smoke or flares to make it too easy. For example, I'm in the early stages of making some REDFOR missions, and mission one is locating a convoy of stolen munitions and following it back to their camp/base. Once the convoy reaches the base, other ground assets (SAMs AAA) activate, forcing the player to attack. I want players to be able to locate the convoy and maintain a visual ID until they get to the "camp" which I've tried to make look realistic in that it doesn't stand out too much. I want to make it tough, but not impossible. On a side note, I'll be looking for voice actors for this one. I've never released a mission I've made before, so when I do, I want to make it as polished as possible and get constructive feedback from anyone who plays it... Thanks in advance! Come check me out on YouTube! Twitch! Have a listen to the Alert 5 Podcast - YOUR source for the latest combat flight simulation news!
milit Posted April 11, 2017 Posted April 11, 2017 It would be any reference point on the ground such as town, crossroads, river turn e.t.c. and the distance from it. Отправлено с моего GT-I9082 через Tapatalk =WRAG=345 R7 5800X @ 4,8 GHz; DDR4 64Gb RAM (+32Gb swap); Radeon RX 6800 16Gb; 3840x2160; Oculus Quest 3; Win10-64
razo+r Posted April 11, 2017 Posted April 11, 2017 you can also give coordinates or take some pictures of the target area in satelite view and put it in the briefing
Sport Posted April 11, 2017 Author Posted April 11, 2017 It would be any reference point on the ground such as town, crossroads, river turn e.t.c. and the distance from it. Отправлено с моего GT-I9082 через Tapatalk Yeah, I'm definitely going to have to walk them in using visual references. One of the challenges is that different people might be using different terrain mods (for example I use Mustang's) so dirt roads in the texture pack or the color of a field can't be used. Luckily where I have the "camp" has an overpass and train tracks nearby... you can also give coordinates or take some pictures of the target area in satelite view and put it in the briefing Typically, that's what I would do, and have done for other missions. In this case, the player is responding to a distress call and it's a "pop-up" sortie, so advanced briefing isn't available. Come check me out on YouTube! Twitch! Have a listen to the Alert 5 Podcast - YOUR source for the latest combat flight simulation news!
MasterZelgadis Posted April 12, 2017 Posted April 12, 2017 Voiceovers ;) If you need a voice actor send me some lines "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Hawss Posted April 12, 2017 Posted April 12, 2017 And if you need someone to test the mission before releasing, let me know.
sea2sky Posted April 12, 2017 Posted April 12, 2017 I had a script written that calculates heading and distance from player's AC to each ground unit, and outputs it via trigger.action.outText every 30 seconds. i5-9600K@4.8GHz ★ 32Gb DDR4 ★ rtx5070ti ★ Quest Pro ★ Warthog on Virpil base
Sport Posted April 12, 2017 Author Posted April 12, 2017 I had a script written that calculates heading and distance from player's AC to each ground unit, and outputs it via trigger.action.outText every 30 seconds. That's interesting... I might have to ask you more about that Come check me out on YouTube! Twitch! Have a listen to the Alert 5 Podcast - YOUR source for the latest combat flight simulation news!
sea2sky Posted April 12, 2017 Posted April 12, 2017 That's interesting... I might have to ask you more about that basically your logic path is as follows: - schedule a function that does the steps below; - obtain a Vec2 position of your airplane unit; - iterate over a table of target groups, and obtain their unti's Vec2 position as well; - calculate heading from your position to target's position (see function below); - calculate distance between those 2 positions (see function below). function GetHeadingBetween(Vec2a, Vec2b) local deltax = Vec2b.x - Vec2a.x local deltay = Vec2b.y - Vec2a.y if (deltax > 0) and (deltay == 0) then return 360 elseif (deltax > 0) and (deltay > 0) then return math.deg(math.atan(deltay / deltax)) elseif (deltax == 0) and (deltay > 0) then return 90 elseif (deltax < 0) and (deltay > 0) then return 90 - math.deg(math.atan(deltax / deltay)) elseif (deltax < 0) and (deltay == 0) then return 180 elseif (deltax < 0) and (deltay < 0) then return 180 + math.deg(math.atan(deltay / deltax)) elseif (deltax == 0) and (deltay < 0) then return 270 elseif (deltax > 0) and (deltay < 0) then return 270 - math.deg(math.atan(deltax / deltay)) end end function GetDistance(Vec2a, Vec2b) local deltax = Vec2b.x - Vec2a.x local deltay = Vec2b.y - Vec2a.y return math.sqrt(math.pow(deltax, 2) + math.pow(deltay, 2)) end i5-9600K@4.8GHz ★ 32Gb DDR4 ★ rtx5070ti ★ Quest Pro ★ Warthog on Virpil base
Pikey Posted April 15, 2017 Posted April 15, 2017 What module is the player in? Do coordinates work and in what types? What's realistic for your mission? Who is looking at the target? Do they have access to the coordinates or a radio to transmit them? Smoke is very realistic, in the circumstances that have someone there to throw/fire it. So we are short of the circumstances that you have defined else it is a question that cannot be answered. There are scripts that give coordinates or a BR or smoke, or designate via laser or IR. (not mentioned if it's night or day) ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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