Sgt. Stryker 0 Posted May 29, 2004 perfect, you're my hero dude. I cant wait I'm going to make desert Island the funnest DM island ever. Share this post Link to post Share on other sites
hellfish6 7 Posted May 29, 2004 I love you agent smith. Share this post Link to post Share on other sites
ag_smith 0 Posted May 29, 2004 I love you agent smith. Huh? Â (removed) Edit: never mind. Share this post Link to post Share on other sites
raedor 8 Posted May 29, 2004 I love you agent smith. Huh? Announcement: I'm looking for a few beta-testers to do one quick test. Apply via PM now. Edit: Map makers are prefered. why map makers? we're releasing some buildings, not a map... Share this post Link to post Share on other sites
ag_smith 0 Posted May 29, 2004 Beta testing closed. No more PMs please. Â Share this post Link to post Share on other sites
ExtracTioN 0 Posted May 30, 2004 Does it conflict with other addons Example I put your addon in my addon folder and I have hardenend shelter from G8 mod in my addon folder can there be conflict If yes can you make a readme for those addons that was released as standalone in past with "addonname".pbo that are in your pack so I remove those Share this post Link to post Share on other sites
Guest Posted May 30, 2004 It will NOT conflict with any other addons Share this post Link to post Share on other sites
C4P741N 0 Posted May 30, 2004 It will NOT conflict with any other addons  But I don't want copies of the same thing running in OFP if they conflict or not. Could you list any/all .pbo's we can now discard? Share this post Link to post Share on other sites
Schoeler 0 Posted May 30, 2004 Hellfish, I've actually been thinking of getting one of the scripting gurus to help me find out a way to dynamically detect a hit location on the building and then via a script, either replace the model for a damaged one, or replace the texture at the point of impact to reflect the level of damage done. With some finesse it could be made variable for bullet impacts and shell impacts etc.., even maybe according to caliber. I want to mess with having a script that makes little chips and particles fly off an object at impact point, maybe a puff of dust too. I don't know if this is possible though. Share this post Link to post Share on other sites
ag_smith 0 Posted May 30, 2004 It will NOT conflict with any other addons  But I don't want copies of the same thing running in OFP if they conflict or not. Could you list any/all .pbo's we can now discard?   Sure. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ITA_SHELTR2.pbo    (although diffrent camo) ITA_SHELTR.pbo          (outdated addon) vbsshed.pbo vbswatowr.pbo pcw_most.pbo zwa_hri.pbo zwa_wc.pbo zwa_hup.pbo zwa_tellbu.pbo zwa_cott.pbo kkb_gate.pbo radiotower.pbo AWOL_Bridge*.pbo If you haven't noticed, Industrial Pack has been released here. Share this post Link to post Share on other sites
hellfish6 7 Posted May 30, 2004 Hellfish, I've actually been thinking of getting one of the scripting gurus to help me find out a way to dynamically detect a hit location on the building and then via a script, either replace the model for a damaged one, or replace the texture at the point of impact to reflect the level of damage done. Â With some finesse it could be made variable for bullet impacts and shell impacts etc.., even maybe according to caliber. Â I want to mess with having a script that makes little chips and particles fly off an object at impact point, maybe a puff of dust too. Â I don't know if this is possible though. The problem I've run into with switching out models via camcreate is that with buildings especially, the new location (destroyed version) of the model won't quite jive with the old location (original non-destroyed version). It will often be off by a couple of meters. It doesn't sound bad, but 1-5m can look pretty awful in a city environment when suddenly your damaged wall is in the middle of the street. One solution might be to build modular buildings - i.e. four separate walls, a floor and a roof or variations thereof and build your buildings that way. So you would be able to blow down a wall and not destroy the whole building. Share this post Link to post Share on other sites
Dschulle 0 Posted May 31, 2004 One solution might be to build modular buildings - i.e. four separate walls, a floor and a roof or variations thereof and build your buildings that way. So you would be able to blow down a wall and not destroy the whole building. Another solution there could be to define animations for walls, like this you can "fold down" a complete wall. Animating only vertexes also gives interesting results, which might look quite good for destruction. Share this post Link to post Share on other sites
ag_smith 0 Posted May 31, 2004 That's a good idea, but the problem of detecting actual hit point still reamains. Share this post Link to post Share on other sites
ag_smith 0 Posted June 16, 2004 I've just wanted to let you know that we have a brand new forum. Time to update your bookmarks! Also, my apologies to everyone having problems posting in our old forum. This shouldn't happen again. Visit 3WX forum - click here! Share this post Link to post Share on other sites
Guest Posted June 17, 2004 That's a good idea, but the problem of detecting actual hit point still reamains. Â The solution is one I can give in concept only....I can't actually script it myself. When a weapon is fired you can use the firedEventHandler to run a script that checks the position of the bullet. When the bullet is no longer alive....it has hit something. Take the last known position of the bullet while it was alive, check for typeOf (probably....) in a small radius around that position. If a house or whatever you want is detected then exec a script that causes the damage you want to that object. Pretty simple really Share this post Link to post Share on other sites
Schoeler 0 Posted June 17, 2004 Sounds like a job for Dinger and the fellas at COC, they have this stuff down pretty cold. Share this post Link to post Share on other sites
Schoeler 0 Posted July 3, 2004 There is some commerical space opening up for availabilty on Desert Everon 3 soon. Source Photo: Not quite done, but just a little pic to show we're working. I still have to crud this up and make it look third world, and then of course the tenants have to move in. This will be an enterable building when it's done. Island makers who want the first building and this one, PM me and I'll send you the P3Ds upon completion, or, you can wait for the release of the first 3WX 10 building Middle East pack. Share this post Link to post Share on other sites
hellfish6 7 Posted August 15, 2004 The web page is down.. is the mod still alive? I think my mod and your mod could mutually benefit each other. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 15, 2004 The mod is still alive its just suffering hosting issues. Leone and MadAussie (MadMan Industries)are still coordinating as far as I know. Madman Industries Forum Share this post Link to post Share on other sites
Guest Posted August 16, 2004 Ya....I've been very busy with OPGWC stuff + 3WX site has been down + other things. But not dead.... Share this post Link to post Share on other sites
Schoeler 0 Posted August 16, 2004 I've been modeling away like hell. I have some great things to show, but our host is experiencing technical difficulties. As soon as the website is back up, I'll get some new screenies posted. That last commercial building I showed has a nice interior going. I also have a little surprise up my sleeve on an ongoing project another group was working on. I've been doing some texture upgrades for them and plan to donate the finished product as a gift. Hellfish, what kind of cooperation were you thinking of? Share this post Link to post Share on other sites
hellfish6 7 Posted August 16, 2004 We're looking to make some African-ish buildings and objects (baobab trees, misc. brush, etc.). We'll give you guys whatever we make that you'd want if you guys could give us access to some of your things. Share this post Link to post Share on other sites
Schoeler 0 Posted August 16, 2004 I've got all the african plant textures in the world. If you have an FTP site I'll upload them for you. Also, Middle Eastern buildings with or without the arabic script on them would work for Africa too, so you're welcome to use them as well. I have one done and another nearing completion. Share this post Link to post Share on other sites