philcommando 0 Posted September 15, 2004 A simple prison model loosely based on a 1980s soviet prison in Kabul, Afghanistan. Pics:- [im]http://img.photobucket.com/albums/v318/philcommando/jail1.jpg[/img]>100kb Comes in 4 sections:- a L shape section with guard tower, an I section with ladder memory points, a toppling gate when hit, and the prison model itself with 6 animating open/close doors. Attached is also a sample placement mission using only ofp objects( not the Editor upgrade) Limitations:- -------------- Due to the use of path lod, AI will overwrite geometry and bash thru walls and doors, but not for player and bullets. Download:- Do wait a few days as i have already sent a copy to Hoahman at ofpcentral if he could host for me. But if u cant wait, u can try this limited bandwidth site:- www.geocities.com/philcommando/PCpreeson.zip Share this post Link to post Share on other sites
fighter 0 Posted September 15, 2004 Mirrors from ofp.info: PC Prison - Mirror 1 - 400 kB PC Prison - Mirror 2 - 400 kB Notice: Mirror No 1 don't work with IDMan = Internet Download Manager ! fighter Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 15, 2004 I have been waiting SO FRIGGIN LONG for something like this. THANK HEAVENS THAT I DIDN'T UNINSTALL OFP AND LEAVE THE COMMUNITY. Finally the Deltas can go to work. The only problem will be perhaps finding a flat piece of land for this thingy to go on. I hope that i have the option of making the prison smaller. Hopefully its separated into each building. Excellent news. I also hope that the ai won't see through the walls. Hell yeah, a prison!! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 15, 2004 how ironic. col klink n i want the AI to go thru a "wall" for our gaurd booth and they wont. . . you dont want the AI to walk thru walls for ur prision and they do aint that a bitch? very nice addon. n u know what i love about your stuff phil? you make some half decent addons (thats a good thing) at incredibly small sizes (400kb) Share this post Link to post Share on other sites
wongkeanwah 0 Posted September 15, 2004 WOWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!Very nice!Keep up teh good work,PC!!OMG i almost died,longing for an addon like this! Share this post Link to post Share on other sites
MiG2003 0 Posted September 15, 2004 Great addon Phil, as usual There were many OFP fans waiting for a good prison addon Now someone should create some chained prisoners Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 15, 2004 *|wispers|* psst phil you might want to fix the shadow lod's on the stuff before others find out and try to kill you for it personal i dont give a rats ass about the shadows, but shadows are a very important deal. . . dont ask me why, ill never figure it out. Share this post Link to post Share on other sites
philcommando 0 Posted September 15, 2004 Thanks for your comments. Hope i had made some folks happy. Thanks for the tips pappy..but err..buildings seem not have shadows...even BIS ones... Mig, lol! now that there is prison, when are u gonna do a zoo? Hope u folks had fun. In the attached placement mission, there are codes which u may wanna use to enhance your missions, eg, the prisoner joining u for rescue ops. In the readme txt also has the codes and floor plans to show where u can assign your prisoner to the cell. For this addon, in the placement mission u can set a waypoint to a team to enter the compound, but u must either yourself or a trigger or explode to open the gates. If the gate is not open, the team will move outside only. On the 9 and 3 o clock positions are the I sections that comes with ladder memory points so that should u could climb in to open the gates in certain missions. The walls are reversible too so that you can plan your missions either as entry or escape - the memory points are only on 1 side. You can hide on the guard towers and ambush the enemy once they are closer. The wall sections are modular so that u can use it as a fort for other missions or extend it bigger. The prison is an unit by itself and is only 30m X 20 m and can be place anywhere without the fort walls. There are many other items which i wanted to add in the placement mission but as i feared others may not have the neccessary addons, i used only OFP:R ones and they are rather limited. Once again, the icon in the mission editor is to scale for all the sections. Where u place in editor is where approximately u will be ingame. Have fun Share this post Link to post Share on other sites
colonel_klink 0 Posted September 15, 2004 Nice one Philcommando. I like it very much. Re shadows.. yep shadows can be put on building addons just make a view lod with less than 500 faces and you'll be hunkey dory. Oh you might have to put a lodnoshadow in the properties for the other lods. give it a value of 1. Excellent work. Share this post Link to post Share on other sites
MiG2003 0 Posted September 15, 2004 Quote[/b] ]Thanks for your comments. Hope i had made some folks happy.Thanks for the tips pappy..but err..buildings seem not have shadows...even BIS ones... To have shadow in all buildings addons or any others just do what Colonel_Klink said and after that to have shadows ingame in all buidings including BIS ones, you must go to options/video options/ and change object shadows to enabled Share this post Link to post Share on other sites
philcommando 0 Posted September 15, 2004 lol! tks, mig....i didnt know about that option..no wonder i had no shadows even though i had only 98 faces on the view LOD...cos i give it a building name property in geo lod for easier placement in wrpedit So if u guys wanna see shadow, just do as Mig said and u should be able to see the shadows on the addon. Share this post Link to post Share on other sites
miles teg 1 Posted September 15, 2004 Wow! Aweseome Phil! You always know how to make good addons that are needed by the community! Thanks a billion Philcommando!!!!! You are the Footmunch of buildings!!! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Billabong81 0 Posted September 15, 2004 Mirror curtosey OFP Central Share this post Link to post Share on other sites
edejl 0 Posted September 15, 2004 How did you make this so shortly after making the SAS and embassy?!?!?!? Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 15, 2004 I just hope the ai don't shoot or see through the walls. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 15, 2004 I just hope the ai don't shoot or see through the walls. nope. just walk thru them yea phil i forgot to mention. . the exact size editor icons are a fruckin dream! i looked at it and i was like for 5 minutes again great job Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 15, 2004 "Run tell pappy boyington that the neighbors german shepherd done bit Jason. GO!" Anyhow, running through walls is bad. Very bad. Got to fix that immediately. And the seeing through walls on the research lab. If not him plz someone else because PC just cranks out addons so fast that lately the fix ups have been ignored. Edit: Hey you know how i got members status. How do i get mission editors club status like you got mod maker status pappy? Tell us pappy, please? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 15, 2004 "Run tell pappy boyington that the neighbors german shepherd done bit Jason. Â GO!" Â Â Anyhow, running through walls is bad. Â Very bad. Â Got to fix that immediately. Â And the seeing through walls on the research lab. Â If not him plz someone else because PC just cranks out addons so fast that lately the fix ups have been ignored. Edit: Â Hey you know how i got members status. Â How do i get mission editors club status like you got mod maker status pappy? Â Tell us pappy, please? first you have to find an enemy of the forums, and have him killed once you prove that you did it, report the hit to a moderator, and your in or if ur lazy just PM a mod and let them know that you would like that status about the AI seeing thru the walls. . thats an OFP bug too. . . if an AI gets a bead on you. .watch them in command veiw. i watched an AI rifelman keep a bead on me as i walked behin a hill, and 3 houses. . never once could he see me after he spoted me.... if i changed direction or zig zaged. he followed my every move. Share this post Link to post Share on other sites
philcommando 0 Posted September 16, 2004 with regards to AI shooting thru the walls, no, the walls are capable of stopping missiles and bullets until their armour which is set at 2000, wears out. I have tested using tank to fire sabot shoots at the building, no effects on the pple inside the building. But when i open the door and fire at them, 3 miserable m16 bullet kills them. It holds the same for AI sight. No, they cant see u once inside the building. They may be able to sense u and target u, but no, they wont fire at u, until u open the doors and go inside. As for the prison building itself, u will need the codes,eg:- this move (prison1 buildingpos 1) to get the soldiers inside by themselves or point & click at the pos if u are the leader. As for walking thru walls, it has been a long standing fact that soldiers, espacially the first man or leader will overwrite all forms of geometry and just walk in, but never the player. Its something that hopefully BIS can rectify or someone else can find a fix for it. I have also noticed when the path LOD is use, any soldier using the path will also walk thru doors and walls. Its not that i dont fix my bugs. On my end i will try whatever limited knowledge i have and always compare mine with BIS models ingame. What theirs can do, mine should do too and do more. But it will come to a point whereby i face the wall erected by the Codemaster Himself - i definately cant compete with God nor would i want to! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 16, 2004 the AI can walk thru walls for a reason thou.. if u place a squad in a town they are auto-placed into postion.. half the time that includs inside a building so this is so they can get back out. AI being able to walk thru doors i think that is to keep the AI semi-playable in missions to go in a house or some such thing. it sucks but its a 50/50 deal. you either have some bugs like that and the AI being traped in houses or unable to enter. or have them able to enter thru closed doors Share this post Link to post Share on other sites
colonel_klink 0 Posted September 16, 2004 AI have been notorious for not behaving as AI should since the game came out. Even my first radar bunker has that same problem and if I recall a couple of buildings in CWC on Malden have that same problem as well. I think that while an addon maker can do the best they can within the scope of OFP and the engine limitations they shouldn't be expected to walk on water as well. In my expererince if it an be fixed it will be fixed, if someone else has a suggestion on how it can be fixed then that will be attempted. If it cant be fixed.. well it can't be fixed. Don't fret about what the AI can and canot do, Philcommando. You're doing a grand job and I for one am grateful for your contributions to the community. *Now as I load up my M16 and shoot the first AI that says 'Where are you?" while on a stealth mission Share this post Link to post Share on other sites
philcommando 0 Posted September 16, 2004 Thanks pappy and col for understanding. But in the interest of creating OFP as a better CQB simulator, my understanding(which could be wrong) is that, based on experiments:- 1. There is a grid of positions in every map ingame constructed by the ofp posiden engine. 2. Each time u place a waypoint, the soldier moves to that grid position, in the fastest time, recognising only collision detection for objects that are far from the waypoint. 3. Once nearer to the waypoint pos, it disregards all collision detection and goes to the point. 4. As for a group, the team will stick to its formation and recognise collision detection but not the leader, who is the only main person to be given the waypoint(pos number). 5. Solution:- A fuzzy logic set of game codes or script attached to the waypoint or pos number that will make the soldier recognise collision detection on the pos itself? or will such codes cause another set of problems for AI, eg-moving into vehicles? 6. So far, based on my experiments, i would rather live with it than to create a whole set of new problems because if i am the player, i face no such problems as walking thru walls. Furthermore, in multi-play, inwhich simulators are use for trainning, each are players and would not face such problems. Thats why i created animated doors when i could have just remove all doors and face no issues. I guess for single play we would have to live with it and use triggers to assist us when we use an Ai team to do the job for us. All the best! Share this post Link to post Share on other sites
Parker Hale 0 Posted September 16, 2004 I just love this addon and the demo gave me an idea, so i set up a scenario where one of the captured inmates was going to spill his guts (after a little "encouragement") so i sent in my top man....me (surprise) to "take him out" (no not through the doors to freedom). Took out all 26 guards and the other inmates (no witnesses)....I love it. Phil, don't allow the problems of the AI stop you from making more excellent addons in the future as this one and the embassy have given me a lot of fun in the short time that i have these days. Parker Hale edit: I just noticed that I have a gold star under my name, does this mean that I have been a good boy? PH Share this post Link to post Share on other sites
philcommando 0 Posted September 16, 2004 Glad u are having fun with it, Parker. Stop because of limitations?...HELL NO!!!!!!! We are humans and humans are known to think outta the box. We arent Ai who just stand around looking lost..we humans will find a way..or other ways. Plenty yet to squeeze out of ofp1 before ofp2 comes out..or at least, folks over at BIS can focus on creating better products based on tests carried out by addon makers and mission/script makers. Share this post Link to post Share on other sites
Shalashaska 0 Posted September 16, 2004 For AI walking in close quarters, the Embassy Addon proved a nice (albeit still bugged) way to encorporate moving through close quarters for AI, via positions. But its a very nice addon, was itching to see some "bust em out of prison" style missions. Just need the hole now, Philcommando. Share this post Link to post Share on other sites