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OilAddon1 by Flashpoint_K & raedor

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the coop mission included requires an extra file

MAP_editorupgrade

I never heard of it before but you can find it with google

splendid stuff, as usual!

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the oil addon is really great but i wonder why the gangways have a option climb ladder up??  huh.gif

yeah and and i have a suggestion also for them, if you release a new patch sometime please make a version without the big plate with a big D on it and maybe also one or two tilted version that could work like ramps parts.

im making a The rock alcatraz island sort of thingy on one of the small islands in the south of nogova and i've placed a whole lots of gangways after each other and set posed 'em to nad with the gangway you can go between two islands like a small bridge. your pipes would be exxellent for making some tunnels for the island too sort of  biggrin_o.gif

oh yeah btw another sugestion is that you could a sound that could be heard when people are running around inside the pipes smile_o.gif you could maybe use the sound you can hear when you run or walk in the stairs of the resistance factory building whistle.gif

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thank you!

ou, the ladder action should not be there, thats right. Little config error...

Yes, your suggestions sound good! Could be realized in the next update wink_o.gif

btw: got the pm?

the pipes should have another sound than the island ground when walking in them. Should sound like metall.

Greez

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what is it now?

Still a hint or a real error?

If it is a hint, what does it say?

I tested the input and it should work fine

([this,140,0,[],[[20,"MAP_Pipeline_Entrance",25],[70,"MAP_Pipeline_Entrance

",-20],[130,"MAP_Pipeline_16m_Broken"]],1,0] exec "\MAP_OilAddon_script\Pipebuilder.sqs")

Is your start object one of the 16m Pipes?

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the oil addon is really great but i wonder why the gangways have a option climb ladder up??  huh.gif

yeah and and i have a suggestion also for them, if you release a new patch sometime please make a version without the big plate with a big D on it and maybe also one or two tilted version that could work like ramps parts.

im making a The rock alcatraz island sort of thingy on one of the small islands in the south of nogova and i've placed a whole lots of gangways after each other and set posed 'em to nad with the gangway you can go between two islands like a small bridge. your pipes would be exxellent for making some tunnels for the island too sort of  biggrin_o.gif

oh yeah btw another sugestion is that you could a sound that could be heard when people are running around inside the pipes  smile_o.gif   you could maybe use the sound you can hear when you run or walk in the stairs of the resistance factory building  whistle.gif

Well if you want to slope your gangways just use the animation on it, but yea I am using some gangways to have players able to board some docked tankers and when they all say D it kind of gets confusing, maybe next release can have multiple texture for it that are changable via setobjecttexture?

Still its a great addon thought.

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since the mapfact forums are down for quite some time, I will post my question here smile_o.gif

I am using the Keep Hight elements of the pipeline big with WRP-Tool, but the problem with the objects is that the AI refuses to go underneath the pipeline (cross to the other side). AI in vehicles cross underneath it without a problem.

My question is, could in a possible update be "keep-hight pipeline" elements be included without an AI-lod? Making the AIs not see the pipeline and cross beneath it. Or if its possible, lay an AI path underneath it, to let infantry cross?

This addon is very well made and thought of, this is the only flaw I could encounter, thank you very much for it wink_o.gif

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..Or if its possible, lay an AI path underneath it, to let infantry cross?

3WX Objects Pack has some AI paths included,

haven´t tried yet if they work in wrp but should be ok for a quick fix.

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thank you very much MR. Burns, I knew I saw AI path wandering through my depbod WRP-Tool folder, I just couldnt find them anymore wink_o.gif

I will try them right away, know that I know where to find them smile_o.gif

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i'll forward this to Flashpoint_K. smile_o.gif

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I tried the AI path that are included in the 3WX object pack, but sadly they didnt do the trick huh.gif

The AI still refuses to cross the pipeline keep hight big, even though I layed an AI path under every pipeline.

and another thing that seemed strange with the AI paths, they showed up as white on the island

Thank you for forwarding it to Flashpoint_K, Raedor, help/solution still needed smile_o.gif

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I tried the AI path that are included in the 3WX object pack, but sadly they didnt do the trick huh.gif

The AI still refuses to cross the pipeline keep hight big, even though I layed an AI path under every pipeline.

and another thing that seemed strange with the AI paths, they showed up as white on the island

Thank you for forwarding it to Flashpoint_K, Raedor, help/solution still needed smile_o.gif

i'd look into it if i had the time, but i'm packing my things for a 2-month-travel which just begins tomorrow biggrin_o.gif

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well that is some great timing huh.gif

only jocking, have a good trip wink_o.gif , I hope that Flashpoint_K will drop by and give his thoughts on the matter smile_o.gif

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well that is some great timing huh.gif

only jocking, have a good trip wink_o.gif , I hope that Flashpoint_K will drop by and give his thoughts on the matter smile_o.gif

erm... don't be overconfident on this, as he seems to be away, too. goodnight.gif

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well, then I will wait it out, untill all of the mapfact team have returned, I hope that your forums will be up again till then smile_o.gif

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well, then I will wait it out, untill all of the mapfact team have returned, I hope that your forums will be up again till then smile_o.gif

looks like it is back on later today. yay.gif

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Is there a method for check if any section of pipe is damaged or destroyed? Something against which getDammage check could be made?

I'm toying with an idea for a mission involving the player sabotaging a pipeline.

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I'm having a problem laying this pipe, I'm using WRP tool to place it.Wrp shows it lying flat on the ground, but when I load the game this happens,

miniflashpointresistance200508.jpg

BTW im using the non-"keep height" model.Is it a bug or am I doing something wrong?

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you can only lay the keep-hight element with WRP-Tool wink_o.gif

the ones you are using now are to be used by scripting in the mission itself, check the demo mission how that is done (the benefit of the approach is that the scripted elements can follow the terrain)

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you can only lay the keep-hight element with WRP-Tool  wink_o.gif

the ones you are using now are to be used by scripting in the mission itself, check the demo mission how that is done (the benefit of the approach is that the scripted elements can follow the terrain)

Thanks, i tried the keep-hight ones it but it failed to appear. Those pipes are supposed to be just under the ground and protrude into the spillway a coulple of feet above the water like this,

pipe2mc.jpg

but they are not there when you load the game confused_o.gif

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Is there any chanses that mapfact team will update the Nogova 1.22 with these pipelines?

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HI

so, I am back welcome.gif  wink_o.gif

the problem that the ai is not willing to walk under the keep-height pipes when they are set in wrp-tool is solved, so there will be a patch the next time.

I don't think that mapfact nogova 1.22 will be updated with the oa, but Sniping-Jack is working on his own version of nogova and this will use the addon.

@SGT_SAVAGE

hmmm, because the points are set to keep-height they will ever be above the surface, maybe...

but I think I will add such an object to the addon with the next patch. Like the idea.

Greetz

Flashpoint_K

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Thank you for the update on the keep-height pipes, great to hear that you have solved the problem thumbs-up.gif

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