jakerod 254 Posted March 28, 2005 For my new island I plan on putting in telephone poles with the actual wires going from pole to pole. Here is my problem, when the telephone pole gets destroyed or run over there will be wires hanging in the air not connected to anything. Does anyone know how I would be able to solve this problem? I don't want to make it so that they are indestructable though. Share this post Link to post Share on other sites
Cpt. Ionio 0 Posted March 28, 2005 I think the FDF guys have wires on their poles, but I don't think anyone esle has done it... Share this post Link to post Share on other sites
Silent N Deadly 0 Posted March 28, 2005 Maybe make a damage model, and replace it when it is destroyed...that might lag a bit though...donno. Share this post Link to post Share on other sites
jakerod 254 Posted March 28, 2005 I thought about that but since it is incorporated into the island I don't think that would work very well plus there will be several hundred of them if not 1000 so I agree I think it would probably lag. Share this post Link to post Share on other sites
ag_smith 0 Posted March 28, 2005 Make an eventhanlder killed that will use setObjectTexture command to make wires disappear. You'd also need to use it on neigbouring pole, too. Just in case you are going to ask... yes, killed eventhandler will work for WRP-placed objects. Share this post Link to post Share on other sites
Homefry 0 Posted March 28, 2005 Or I think you could make an animation for the pole... but perhaps I could be wrong. Share this post Link to post Share on other sites
cozza 24 Posted March 29, 2005 I think the FDF guys have wires on their poles, but I don't think anyone esle has done it... BAS tonal Share this post Link to post Share on other sites
jakerod 254 Posted March 29, 2005 Alright thank you guys Share this post Link to post Share on other sites
Master_Chief 0 Posted March 29, 2005 the simplest solution is to make them indestructable. Share this post Link to post Share on other sites
jakerod 254 Posted March 29, 2005 Quote[/b] ]the simplest solution is to make them indestructable. Yeah but the guys helping me and I are always up for a good challenge or two. Speaking of which if anyone wants to help PM me. Share this post Link to post Share on other sites
Guest Posted March 29, 2005 I edited some of SYCO's telephone poles for OPGWC. The answer is very easy. What you do is use the destructtype=tree and rotate the model so that when it falls the wires go onto the ground. Simple and it works. EDIT: This is assuming the wires are part of the model.... Share this post Link to post Share on other sites
jakerod 254 Posted March 30, 2005 The problem with that though is that each pole is going to have one set of wires coming from it. So when the pole gets knocked out the pole and its wires will fall but the wires from the one next to it will still be there. Share this post Link to post Share on other sites
Guest Posted March 31, 2005 Yeah that's a pain. The way around that (which I didn't do, but it would be the way to do it I guess) would be to use two models not one. Model 1: ======||========       ||       ||       ||       ||       ||       || Model 2:       ||       ||       ||       ||       ||       || So one model has wires in both directions, and the other has none. You would then put them in rows like Model 2, Model 1, Model 2, Model 1, Model 2, Model 1, Model 2, etc. And it would be a pain lining them all up on the island, but the effect would be okay  Share this post Link to post Share on other sites
jakerod 254 Posted March 31, 2005 But then one the model 2 one gets knocked out you have two sets of wire floating in the air. Share this post Link to post Share on other sites
FireflyPL 0 Posted March 31, 2005 But then one the model 2 one gets knocked out you have two sets of wire floating in the air. Not mentioning funny stuff when you put poles on the hill Share this post Link to post Share on other sites
Guest Posted April 1, 2005 Lol...of course...silly me. Well guess you're stuffed then Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 2, 2005 - On Hills But why cant they work like some fences ? Those that follow the contour. On the destruction issue, is there a script command to get the objects own "Object Number" ? OnKill along lines of; If (Object# - 1) equal Model1 then change for Model2 If (Object# + 1) equal Model1 then change for Model2 If the Island maker lays the poles in one hit this could work. Or is there scripting to "get-nearest-poles" .... Share this post Link to post Share on other sites
Guest Posted April 2, 2005 They can follow the contour....that's not a problem. Share this post Link to post Share on other sites