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Pappy Boyington

Cargo Ships

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SIG01s.jpg

SIG06s.jpg

you cant walk around on it blah blahblah. havnt tested driving / moving ability

from ofp.info

Quote[/b] ]We had a chat with Sigma-6 about the cargo ship shown on his Challenger R/T 400 screenshots; he was still experiencing problems on it due to its size and OFP engine limitations, and as he's perfectionist he really wanted that this cargo ship was not just a static object or a ship where you can't walk on it, and he preferred to not release an unfinished addon to the community. However he finally kindly decided to release it so as other addonmakers try to solve the problems and finish this very very nice addon!

The pack contains a Frigate with torpedoes and 2 cargo ships, each with 2 different variants and colors, the red cargo ship on the pictures below looks really huge compared to the frigate, but compare it also to the other blue Cargo ship! smile_o.gif

You must understand that this addon is not complete and not a beta, so if you try to play with it you'll see there are various problems still there, but we can really congratulate Sigma-6 to take the initiative to release it 'as is' so as other talented guys like him can have a chance of completing it!

The best thing to do, for my part, is to entrust the finishing of it to the community...to let people know they can do anything they want to it...

Download 1

Download 2

download 1 doesnt work with "id man" ah well u know the song.

i didnt see a topic for this so i went ahead and posted it.

oh by the way there is a "frigate" with this.. but there is no model or anything vieablw in game.. if you make yourself "player as driver" of the thing.. the game locks up and your PC dies (restart-forced repower up) so the frigate is broke sad_o.gif  but the other ships seem working fine.

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Just downloaded it and placd it on a map .... and this blue ship is really BIG  wow_o.gif

But finaly there is a ship which looks pretty cool with the AGS Harbor Pack  smile_o.gif

Nice work Sigma-6 ... as usual

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@War Mirror

only other problems i noted were in relation to movment but i THINK it might be an OFP problem.

when you place them in a squad and tell them colum formation.. they try adn reorganize themselves.. until at one point one ship goes way wya way off course...

give them each a differnt waypoint ug et the same problem crazy_o.gif

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I've been waiting for ships like this for a long time. They are just stunningly beautiful. However their armor levels on the big freighters is a bit too much. I can't seem to destroy the ships with bombs. sad_o.gif

Aside for that, they make for great targets for Middle East missions where the goal is to sink tankers being protected by Iraqi/Syrian/Egyptian/ect.. fighter planes. They also are good for Sabateur missions if they are docked and you want to drop a few satchel charges near them... problem is however that you'll need an awful lot of satchel charges to destroy them unless you set their dammage level very low in the mission editor.

Chris G.

aka-Miles Teg<GD>

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oh by the way there is a "frigate" with this.. but there is no model or anything vieablw in game.. if you make yourself "player as driver" of the thing.. the game locks up and your PC dies (restart-forced repower up) so the frigate is broke sad_o.gif  but the other ships seem working fine.

the cpp entry for the "frigate" points to another PBO called "SIG_Victory"

maybe Sigma is going to release it also ?

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oh by the way there is a "frigate" with this.. but there is no model or anything vieablw in game.. if you make yourself "player as driver" of the thing.. the game locks up and your PC dies (restart-forced repower up) so the frigate is broke sad_o.gif  but the other ships seem working fine.

the cpp entry for the "frigate" points to another PBO called "SIG_Victory"

maybe Sigma is going to release it also ?

im lazy tounge_o.gif check the pbo to see if that model is in there and he forgot to change the line?

its not that big a deal. i love the cargo ships smile_o.gif

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This is a nice addon and would make a good complement to the ofp world. Just noticed:-

1. Soldiers seem to stick to floor.

This problem is either it has no roadwayLOD or the roadwayLOD is laying on the geometry surface.( must be 15cm above to work)

Once u have a roadwayLOD, the PLAYER would be able to move around the ship even walking up to the control centre.

2. AI cannot move onboard the ship.

This is common as it is a vehicle class object and pathLOD will not work. Theoratically its a waste to create that big ship with so much space but AI cannot move onboard.

Solution:- make a static version. All u need is just 4 things:-

a. Break it up into parts to fit ofp's geometry collision detection limits.

b. create roadwayLOD on walkable surfaces

c. create pathLOD with all the necessary points - from the sealevel up to the control centre.

d. Create a 'to scale' icon for the mission editor so that it would be less guesswork for others to place troops on board.

with that u will have a full fledge working addon useful for many missions:- inspection, piracy, sabotage. As an addon maker myself i do understand about priority of projects ( and life as well). Perhaps someone else would like to make something like this? Dont let sigma's efforts go to waste. All the best smile_o.gif

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Guest major gandhi

I really like the little ship, it somehow fits better into the ofp-world. since the big infrastructure and envrionment required for the big ship is unrealistisc for ofp the small frighter is realley perfect. nevertheless the ship has a lot of bugs and insuffiencies. like for instance the poor textures, they look good from far away but if you take a closer look they aren't so good. and this thing with the ability to walk on the ship. I think it would be better to make a moving and astatic version of the frighter. like it was done with the U.S.S. Ashland LSD 48. I think that would be a solution.

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Guest RKSL-Rock
This is a nice addon and would make a good complement to the ofp world. Just noticed:-

1. Soldiers seem to stick to floor.

This problem is either it has no roadwayLOD or the roadwayLOD is laying on the geometry surface.( must be 15cm above to work)

Once u have a roadwayLOD, the PLAYER would be able to move around the ship even walking up to the control centre.

2. AI cannot move onboard the ship.

This is common as it is a vehicle class object and pathLOD will not work. Theoratically its a waste to create that big ship with so much space but AI cannot move onboard.

Solution:- make a static version. All u need is just 4 things:-

a. Break it up into parts to fit ofp's geometry collision detection limits.

b. create roadwayLOD on walkable surfaces

c. create pathLOD with all the necessary points - from the sealevel up to the control centre.

d. Create a 'to scale' icon for the mission editor so that it would be less guesswork for others to place troops on board.

with that u will have a full fledge working addon useful for many missions:- inspection, piracy, sabotage. As an addon maker myself i do understand about priority of projects ( and life as well). Perhaps someone else would like to make something like this? Dont let sigma's efforts go to waste. All the best smile_o.gif

Well as the original post says its not finished. I think this is excellant, I've not really had a proper play with it yet but i have to say I'm very impressed.

Hopefully we can get enough brain power togethe rto fix the problems Sigma's just not had time to.

Anyway, off to the pub for me. wink_o.gif

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yeah, the frigate is kewl..

you're coming up from the back-right of the ship, from the chopper you can see the tower, the chopper fastropes you at the front and hell breaks loose!

frogmen action:

- 2 people with C7's (M16's)

- 5 ppl with MP5's

and allot of AI placed about (without being able to move... for their own sakes)

after you're done you jump in the water and head towards shore , blow the bitch, and mission done! biggrin_o.gif

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Boarding, boarding, boarding biggrin_o.gif

Does there exist some underwater charge for the combat swimmers? I need it... smile_o.gif

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Guest major gandhi

I think the coc divers have some, at least in the demo mission you could use some, perhaps they were scripted

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Quote[/b] ]since the big infrastructure and envrionment required for the big ship is unrealistisc for ofp the small frighter is realley perfect.

http://gallery.image4free.com/albums/userpics/10665/harbour1.jpg

funny. the large cargo ships looks perfectly at home there smile_o.gif

Quote[/b] ]Solution:- make a static version. All u need is just 4 things:-

a. Break it up into parts to fit ofp's geometry collision detection limits.

b. create roadwayLOD on walkable surfaces

c. create pathLOD with all the necessary points - from the sealevel up to the control centre.

d. Create a 'to scale' icon for the mission editor so that it would be less guesswork for others to place troops on board.

so what are you waiting for? get to work on it tounge_o.gif

you wouldnt really even need "editor sized icons" if you use a build script like on the nimitz, then you place one thing, the other 4 sections just build themselves into place.

but on the other hand that might be null and viod as theres already a secret covert OFP trick that gets around the whole roadway lod limit wink_o.gif (tested and works)

Quote[/b] ]I think it would be better to make a moving and astatic version of the frighter. like it was done with the U.S.S. Ashland LSD 48

the LSD had a "static" version.. but it was the same as the moving version only without the cargo and driver proxies.

i suggest that we just do static versions of the ships.

moving would be cool too.. except... i tried to do a mission with the PT boats as convoy escort... i give the cargo ships way points... they get to the first way point, 2 of them collide an a 3rd one goes off on his own. at first i was like crazy_o.gif then i looked further into it. making myself driver of the small cargo ship (i was using the big ones but tested the small one as player) i found out... if you are doing full speed, 20 knots, and u try to stop. it takes you 5 minutes. if u try to turn while moving.. well forget that... if u try to turn while stoped it takes you 5 more minutes to turn 70 degrees.

and i know your goin "so what? rock.gif " well the OFP AI, when assigned a way point, travel to that way point, come to a complete halt, change direction, start moving again. the AI doesnt just go from one way point to another. they are programed to stop and go. the ships are trying to stop. but they cant stop. so moving version really is pointless.

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These addons are excellent and do indeed fit in perfectly with the harbour scenario which of course they do in the real world.

Parker Hale

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I had a play about with these.

Using the smaller ships, I started 2 of them off at the docks on Trinity island. I gave them waypoints to take them all the way around the island and then back to port again.

One ship going clockwise, the other anti-clockwise.

One got stuck trying to go through the land, the other one made it all the way round and arrived safely back in port.

Planck

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the AI doesnt just go from one way point to another. they are programed to stop and go. the ships are trying to stop. but they cant stop. so moving version really is pointless.

disagree Pappy, I suspect movement/waypoints could be better done for vehivles this size with the scripted method of Waypointing. Assign them a location to move to, place a trigger with a reasonable radius there, when they get close to the waypoint they trigger and get assigned a new destination. Hence they don't ever stop as such. I've done this with Chopper patrols, works nicely.

I think a moving version is worthy, maybe just limit the locations a play can/would go ...... we really are not going to use one of these as a "boarding" mission in OFP .... OFP's not really designed for interior battles. If you could safely land a heli on a select part of the deck and maybe get to the bridge, thats all i'd be interested in.

BTW, lovely work Sigma-6 biggrin_o.gif

.

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Civilian>Armored> Merchentman (Red, ballast)

Civilian>Armored> Merchentman (Red, cargo)

Civilian>Armored> Merchentman (Blue, ballast)

Civilian>Armored> Merchentman (Blue, cargo)

Civilian>Armored> Small Bulk Carrier (ballast)

Civilian>Armored> Small Bulk Carrier (cargo)

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I've fixed the normals of main lods of the ships, i am not going to be in charge of continuing this addon, but if ppl would officially decide to carry on they can contact me.

Now another issue with the ships is the convexity ... one would have to make proper and simpler geo lods with no convexity errors if they want the ships to be useable and the collision detections to be effective. (i had started to do that on one of the ships but i had to give up as i have other things cooking and keeping me quite busy)

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A note about the Frigate; no, it's not in the pbo. . . I had forgotten that I had the config for it there. What it is is an unfinished 38 gun frigate from 1800 meant to be a static object. No, it probably won't be released.

And I feel I should at least address the lists of issues here; but witht he same disclaimer I had in the first place. They're not 'finished', but they are about as 'finished' as I was going to make them. They were intended as scenery, and nothing more. Potentially moving scenery, but I simply had no time to even bother with that. I obviously had the time-consuming option of dividing them up and making working pathways, etc, but. . . well. . . no time, other priorities. The reason I released them was the number of emails I got after the dodge pic. (big mistake putting it in as scenery there, but whatever. . . lol)

The only thing I can suggest is exactly what's being done here, for others to 'finish' it the way they like; it already does everything I want it to (looks pretty in the background).

As for the damage value; well, personally, I think OFP deformations look terrible, and deformations of an object that big look simply stupid. It seemed to me that a piece of scenery didn't really need to be destroyable, and obviously I never intended it to be used in a mission or anything like that, so I set the damage value to 1000000. smile_o.gif

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Quote[/b] ]so I set the damage value to 1000000.

A good pounding with CoC nuclear torpedoes will eventually do the trick tounge_o.gif .

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