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kavoven

AEF-Campaign: Train Addon FINISHED

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@ Dec. 29 2004,09:18)]("if" and "when" are the same words in german ;))

(No, it's "falls" and "wenn" in german and has quite a different meaning wink_o.gif)

How's the bug hunting progressing? Any expectations that some of the known bugs will be fixed? And is it possible for you to script that the wheel blocks of the train stay on the right position when the train is driving up a hill? I mean at the moment they float a bit backwards in relation to the train, I think this should be possible to solve.

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@ Dec. 29 2004,09:18)]("if" and "when" are the same words in german ;))

(No, it's "falls" and "wenn" in german and has quite a different meaning wink_o.gif)

How's the bug hunting progressing? Any expectations that some of the known bugs will be fixed? And is it possible for you to script that the wheel blocks of the train stay on the right position when the train is driving up a hill? I mean at the moment they float a bit backwards in relation to the train, I think this should be possible to solve.

If = wenn/falls

When = wenn

Many words ;)

Some Bugs are fixed.

I try to rework the PI-202 that the Forward/Backward speed faster then normal.

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To stop this:

When = Time (When will be the next train?)

If = Condition (If the next train arrives, we'll get in)

In german there's Wenn for Condition and Wann for time ;)

Same in french, just with Quand for When and Si für If.

Progress:

Well, it's christmas tounge_o.gif

I worked a bit on Phoenix Island, now all the "older" tows which had until now CWC buildings are replaced with Res buildings.

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@ Dec. 29 2004,06:04)]
@ Dec. 29 2004,09:18)]("if" and "when" are the same words in german ;))

(No, it's "falls" and "wenn" in german and has quite a different meaning wink_o.gif)

How's the bug hunting progressing? Any expectations that some of the known bugs will be fixed? And is it possible for you to script that the wheel blocks of the train stay on the right position when the train is driving up a hill? I mean at the moment they float a bit backwards in relation to the train, I think this should be possible to solve.

If = wenn/falls

When = wenn

Many words ;)

Some Bugs are fixed.

I try to rework the PI-202 that the Forward/Backward speed faster then normal.

I didn't know that. Interesting tidbit.

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you can only expect Phoenix island, as far as i know AEF will never make it MP friendly, as they are out of members, i think Odin or k@voven wanted to finish the island

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Well I hope they can recruit or be assisted by talented members of the community that value the work they've already done, for anything missing... smile_o.gif

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For all you people who have had trouble with this:

- To get AI to drive, try making a script that will tell him to move to a position right in front of him in a loop, making him constantly drive foward. Waypoints will work, but not with direction, if you want to use waypoints you will have to trace the track with them.

- Getting wagons to attach at the start of a mission can be done with scripts, the names are in the readme. Placing them next to eachother in the editor doesn't always work. While using the double track system, to get your vehicles on the right track, place them on the outside parallel to the track you want it on.

- The "side" of the train is set to whatever side the player is, so enemys will shoot at it, to prevent this you will need to do some heavy scripting, setting the driver of the nearest wagons and bogeys to setcaptive true.

Now some bugs I spotted myself (that I couldnt overcome)

- Both AI and player controlled trains sometiems struggle on certian hills, especialy when towing other wagons. They engine will get stuck at the bottom of the hill where it is angled.

- Bridges, they don't work, when you go over them you come of the rails and stay off.

- AI can't use the switches cause you force the player into position for the anim, I suggest you try to find a way to use the person who uses the action instead.

- All vehicles must have the same direction in order to be connected (wagons all must be pointed forwards on the tracks as well as the engine).

- Many, many, many, many collision problems (especialy with wagons in a connected train).

- A less important suggestion, but if you are going to make a fix or more boxcars, please make each of the doors a single anim smile_o.gif

- Some really bad errors when using alot of vehicles, especialy starting long trains with the units right up next to eachother in the editor. These errors I found to be serious.

- Trains have lots of trouble reversing, sometimes cars can "recouple", causing annoying and laggy hints. The train also drives slow in reverse, but I can understand this and I know it might be impossible to fix. There also is no speed control, I found it very hard and unrealistic to try and drive slowly, as I keept speeding up then slowing down, suggest you fix with a setvelocity and maybe some sort of action menu or key script.

- Too many small things to remember

Well, its good, but its not perfect and far from finished. Hope you continue to improve it.

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All the problems you've listed are already known and unfortunatelly some (eg. collision problems) are almost unsolveable. Well, after all BIS never expected trains to be implemented in OFP, so what do you expect? tounge_o.gif

Even with all this problems, it's one of the most amazing scripting achievements ever made in OFP (and quite fun to play with). smile_o.gif

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Sry, wasn't visiting the official forums for a while...

All right:

- Their won't be a train update by AEF (sorry guys)

- Island will be released soon, I'm just waiting for lesters changed pbo (he wanted to change the paths of a few addons)

- I'll release a few missions, but not many because I don't have the time and the interest in making new missions

- Hard to say, but the island is the last project by AEF. Perhaps I'll support it a few month or so, but only if heavy bugs occur.

kavoven (last active member of AEF)

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What happened to the steam train Odin was working on? That was one sweet video demonstrating one sweet steamer... Has it been transfered over to another mod or something to be completed, or will it be completed in a leisure manner by it's original author?

What about trains made by the community to work with your rail system? Has the knowledge been shared on how to do it? Are there any current projects from the community to expand the train inventory that is compatible with your rail system? Or islands implementing it?

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smile_o.gif

I can't say to much at the moment.... but, if you need the knowledge on how to implement custom train engines, I know how. wink_o.gif

Stay tuned for more info soon... ....of course, you know what 'soon' means around here. wink_o.giftounge_o.gif

BTW. I think I've found the solution to the problem of enemy AI shooting at the trains. I don't remember if this is the exact command, but try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(driver TmpAefUnit) setCaptive true

You can put it in any locomotive init field and you need to run it only once.

Let me know if it won't work, I'll double check my scripts later.

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I'm about to release two more islands featuring AEF train addon. They are both small islands, but actually feature quite a bit of line.

As a model railroader, I couldn't help myself.... Mind you, I think it helped with the trackplanning - check out some model railroad (railway) websites and magazines for some ideas. I suggest to the island builders, it really does help in implementing this wonderful addon.

I would also love for some steam engines to run on the line, please ensure the knowledge is spread far and wide - as the actual rails themselves suit just about any map, anywhere.

Island makers: Trainlines are as natural in your island as roads and rivers.

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If you want to make a new train, just ask Odin, I think he'll help you with some things smile_o.gif

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small hint:

Make 2 Versions of your Train

1. Class Car (For AI)

- AI is driving forward and backward (Ok,some problems with it )

2.Class Tank(For Player)

- AI will only drive forward (if backwards AI is trying to tunr around, but it wont work)

- backward Speed is is faster then in "Class Car" (nearly the same like forward)

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After all some good news:

I think I'll manage it to release the island this weekend, the addons are finished and I only need to change 3 small things like turning a building or moving one part of a fence ;)

regards,

kavoven

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