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raedor

Mapfact nogova released

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don't get me wrong there, I'm reporting two separate issues, one being the fact that AI doesn't really understand the complicated mix of fences, harbour staircases and water parts, the other being that my building waypoints of previous missions seem to have changed (this would require to rebuild my waypoints, but I don't really understand why, sinche the building itself hasn't changed - or do waypoints silently use editor IDs?)

would be really annyoing, then i'd be something like only mp map

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im making a sort of prefab for myself with triggers that opens all the gates and barriers around the southwest airfield.

I have even put triggers that opens the hangar gates when a unit comes near the front doors biggrin_o.gif

anyhow add me on msn and i will send the more or less finnished version of the template smile_o.gifdan_kantola1@hotmail.com

i haven't put out any triggers yet for closing them but maybe i'll do it later today. gtg cya!

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has the main airport building been changed? I was making a mission in which units ran through the building, but now the waypoints do not work anymore.

Hi

There are now more objects on the island. Because of that the ID of the airport has changed and your waypoints won't work anymore.

You simply have to renew your waypoints and it will work smile_o.gif

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Did you check the readme? There's one demo-mission included with two "ready to use" triggers to activate the runway-lights of each airstrip. You can simply copy that trigger or load the demo-mission to activate the lights.

Greetz

Plage

Still, I think the method I proposed is simplier and much more convinient. rock.gif

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erm easy ... 4 small triggers next to the gate ..

Trg 1   = close

Trg 2   = Open

gate

Trg 4   = Open

Trg 5   = Close

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it's more difficult than that.

what if you have a column moving through the various gate sections?

you need to time the trigger, otherwise the barrier will smash into the next vehicle or you will see AI making all kinds of unwanted manoeuvres ...

someone has already proposed to make a map with all gates ID's included in separate triggers, looking forward to that ...

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it's more difficult than that.

what if you have a column moving through the various gate sections?

you need to time the trigger, otherwise the barrier will smash into the next vehicle or you will see AI making all kinds of unwanted manoeuvres ...

someone has already proposed to make a map with all gates ID's included in separate triggers, looking forward to that ...

he's already done with it. send him a mail to get a template: dan_kantola1@hotmail.com smile_o.gif

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Still, I think the method I proposed is simplier and much more convinient. rock.gif

It is!

I would really like to see that!

Maybe someone can write all the needed config lines here and the ppl make the changes at their own risk!!!

The new Nogova performs great, and I like to have all the features activated by default.

MfG Lee smile_o.gif

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@ redface:

Excuse me but I don't know why you come up here with that harbour "problem". As you mentioned you know already that the harbour-parts have such a bug. It's some kind of normal (there) that units which are following a leader in a formation are running into the water and that vehicles etc. are floating in the air if they move on it...that's really nothing new!

I did my best so units don't fall through the surface of the harbours and to make vehicles drive on the "mining-part" (ways) but more isn't possible without reworking the object itself.

I also don't see a "complicated mix of fences" there. The military-part has it's own fence, the mining-part has it's own and there's the fence from the harbour...is that to complicated for you!?!

And for sure I didn't made that island for "combat-photography"!!! mad_o.gif

---------

@ Acecombat:

I also don't see where the problem with the gates is. As mentioned you can open and close the gates by triggers. If you've vehicle-columns the leading vehicle should activate the opening trigger and the last the closing trigger. You maybe have to play around a little to find the best distances but where is the problem?

---------

@ ag_smith:

I think I really got your point but for me it doesn't seems the easier solution in comparison to the already existing one.

In your version you would have to unpack, edit and pack the config new which maybe isn't possible for everybody easily even if the config is already a seperated PBO.

In the existing version you simply have to "merge" one or both of the demo-missions to have everything activated. If you don't want everything "on" you can simply delete the responsible trigger.

Only for turning off the runwaylights there're no triggers included but really every command is written down ready to "copy+paste" in the readme.

---------

Generally we decided to don't have everything turned on by default because there're some locations where you really don't have any effect of the scripts except a performance-loss for nothing (even it's maybe not "feelable").

There're three reasons why the gates and barriers are closed by default (actually this should be discussed in the "Baracks-Addon v1.5" thread for obvious reason). The first and simple reason is JoergF created them closed. The second is if you have them closed by default you've to go to only one position to open them instead of two like you've if you want to close them. For the third reason you can simply check your surrounding in reallife. Are gates of airports, harbours, military-areas etc. mainly opened or closed "by default"!?!

I thought about including something like a script/command-reference with "actions" for the diffrent locations but I really thought a script that for example opens all gates and barries at the airport is useless because nobody wants to have all of them open(ed) at the same time!

Greetz

Plage

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it's more difficult than that.

what if you have a column moving through the various gate sections?

you need to time the trigger, otherwise the barrier will smash into the next vehicle or you will see AI making all kinds of unwanted manoeuvres ...

someone has already proposed to make a map with all gates ID's included in separate triggers, looking forward to that ...

Well, to close the gate all you would have to do is to make a trigger by "Not present" and give it a good length with a rectangular shape, so if there is a column of vehicles it will stay open untill there is no more vehicles left in the area of the trigger. I thought that was the original idea. rock.gif lol

Regards.

@CERO.

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it's more difficult than that.

what if you have a column moving through the various gate sections?

you need to time the trigger, otherwise the barrier will smash into the next vehicle or you will see AI making all kinds of unwanted manoeuvres ...

someone has already proposed to make a map with all gates ID's included in separate triggers, looking forward to that ...

Well, to close the gate all you would have to do is to make a trigger by "Not present" and give it a good length with a rectangular shape, so if there is a column of vehicles it will stay open untill there is no more vehicles left in the area of the trigger. I thought that was the original idea. rock.gif lol

Regards.

@CERO.

See @cero is smart.. he knows what he is doing tounge_o.gif

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I also don't see a "complicated mix of fences" there. The military-part has it's own fence, the mining-part has it's own and there's the fence from the harbour...is that to complicated for you!?!

oops, you did take it personally ...

hmm, not too complicated for ME, sorry if I am mistaken about the harbour area, I just noticed that my AI team mates did not follow me through the fence gate. I still wonder whether they will do on other places, in fact I saw opposing AI simply run through the fences in other locations, which is a bit disheartening from a gameplay-strategic & SP point of view: the enemy can take a shortcut where you have to leg it around

but hey, I don't underestimate your effort. Your island was already a very fine exception amongst many visually appealing, but utterly AI-unusable islands (your planes nicely taxiing to the airport building etc.), and the lighting system makes it even more outstanding. Take it as a bit of frustration on the part of a mission-maker who saw his beloved island changing in crucial parts before he could finish his mission ...

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Take it as a bit of frustration on the part of a mission-maker who saw his beloved island changing in crucial parts before he could finish his mission ...

we're still hosting v1.21 if you want to use it for your mission. wink_o.gif

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oops, you did take it personally ...

@ redface:

No, really not! I know that it's not possible to satisfy anybody but in my opinion you're talking about a "bug" of an official object and "engine-limitations" which I'm really not responsible for.

I know that there's a little problem with the fence-gates and AI-groups or units in your formation aren't always moving or following through the gates but I can't change it.

And just to lessen your frustration...v1.21 of this island is and will be still available as download on the Mapfact.net homepage so you can finish your missions and everybody will be still able to play them. wink_o.gif

-------

@ all:

As it really seems the people want more scripts or even a changed config and are already working on some stuff by their own I would really appreciate if we could collect the ideas and ready stuff and put it together as download for everybody.

If Mapfact don't wants to host it I can do that on my own and post the links here and in their forums.

Greetz

Plage

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if somebody makes a little "pack" (config, testmission, whatever), i can put it on mapfact.net (i guess the d/l page of map noe is a fitting location wink_o.gif ).

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Roger that! smile_o.gif

--------

Btw, I forgot to answer some questions...

@ Silent N Deadly:

I don't wanted to have "fixed" landing-positions for helicopters. I thought about it a long time also about including "invisble Hs" at some positions but I dropped this idea because I thought everybody could create some on the positions he wants easily. I would recommend the MTY "Heli Hs" for example.

@ Pappy Boyington:

I know about this "hangar-problem" and it's really a pain in the backside but infact it's not a bug in the hangar itself.

The problem is that the AI ignores the first waypoint which is located some meters in front of the hangar. I guess the AI is switching to the next ILS-waypoints to fast or better said sets the first waypoint to "done" already at the start.

We really need an "aircraft-tow-tractor" for OFP! tounge_o.gif

Greetz

Plage

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We really need an "aircraft-tow-tractor" for OFP! tounge_o.gif

Greetz

Plage

yep, something like this would be cool:

kon_f396p.jpg

anybody willing to make one?  biggrin_o.gif

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You do know there's a .p3d file of a tractor in the same web directory of that picture  wink_o.gif

no, i didn't know that. now i know that someone is working on it. fine.

Someone else is doing a tractor? Something different than Bratty's tractor? wow_o.gif

Back on-topic, I wish to thank and congratulate you for having reduced the lag of the army base in the NE of the island.

Having re-read through this entire thread I was wondering, since it's stated that you'd be willing to do it, when will you start incorporating other addons- at the next release?

Furthermore, since Ironsight most unfortunately seems too busy to continue the development of Nogova 2004 (which now will have to be called Nogova 2005 I guess...), I was wondering if you'd be willing to incorporate some of the features of that island into a future release of Mapfact Nogova? Like the highway, ags_smith objects... and perhaps even expand on it? The use of more modern bridges to also connect the island-airport to Nogova (even if it's just an army base it's not exactly usefull only by itself, pretty limited if it stays connected to the outside world only via sea- and air-lanes), and possible future contemplation of integrating the excellent AEF Train system on Nogova? (And I wonder if the ski-resort thing is definitely non-applicable, since it would be perfectly placed E-NE of Trosky...). smile_o.gif

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sorry, but we decided to stop the work on this island. v1.22 is the final version. sad_o.gif

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sorry, but we decided to stop the work on this island. v1.22 is the final version.  sad_o.gif

That's not too bad. I mean; it would be nice to see an EVEN better version, but I think it's so close to perfect that it doensn't need to be updated.

But perhaps you can do a little update when the Oil-addon is finished. That would be nice.

But with the current addons it's as good as it can be.

Very well done guys!

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yeah, the oil addon and the updated mining addon should become a part of the island, if not by mapfact maybe they allow someone else to do it. also we could be sure if the TSC makes it, it will be excellent work, as usual

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As raedor said this the final-version. And just to mention it the new update concerns the "Mine Ltd. Vehicles" and the "Heaps" addons by LockheedMartin$ch not the "Mine Ltd." addon (buildings) by JoergF as far as I'm informed.

@ [ZG]BUZZARD:

At first thanks for your praise but be honest you didn't read the whole thread! wink_o.gif

I'm sure it's mentioned a couple of times here that I only wanted to use Mapfact.net-Addons for this island. This is also written down in the first lines of the readme, so all your questions should be answered.

Greetz

Plage

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Installed the island, and the required addons...

but when i started up the island(s) in the mission editor, i got a (magic) error on som light.. i saw the streetlights was gone, so i guess its that..

i have cheacked my other mod folders (at least some of them) and i cant find the addon there either. so the prob cant be that i got them from b4 in other folders......... anyone know what the problem is ?

u guys are surely gonna ask if im using nomap and all this.. so.. yes im using -nomap

Quesion 2:  whats diff betweek the

C

M

K (or what the last 1 was)

?? cant see any diff on the islands.... rock.gif

-Thx

EDIT:

To be more spesific:

Error loading baracken\jf_lamp1.p3d (Magic)

sad_o.gif

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