Jump to content
Sign in to follow this  
jakerod

Telephone Poles

Recommended Posts

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

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

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

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. wink_o.gif

Share this post


Link to post
Share on other sites

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
I think the FDF guys have wires on their poles, but I don't think anyone esle has done it...

BAS tonal wink_o.gif

Share this post


Link to post
Share on other sites

Alright thank you guys

Share this post


Link to post
Share on other sites
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

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

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

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  smile_o.gif

Share this post


Link to post
Share on other sites

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
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 biggrin_o.gif

Share this post


Link to post
Share on other sites
Guest

Lol...of course...silly me. Well guess you're stuffed then wink_o.gif

Share this post


Link to post
Share on other sites

- 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

They can follow the contour....that's not a problem. smile_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×