redface 1 Posted June 28, 2005 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! Share this post Link to post Share on other sites
Commando84 0 Posted June 30, 2005 the oil addon is really great but i wonder why the gangways have a option climb ladder up??  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  oh yeah btw another sugestion is that you could a sound that could be heard when people are running around inside the pipes you could maybe use the sound you can hear when you run or walk in the stairs of the resistance factory building Share this post Link to post Share on other sites
Flashpoint_K 0 Posted June 30, 2005 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 btw: got the pm? the pipes should have another sound than the island ground when walking in them. Should sound like metall. Greez Share this post Link to post Share on other sites
Commando84 0 Posted July 1, 2005 yeah i got the mp, thx for the reply but i get another error now Share this post Link to post Share on other sites
Flashpoint_K 0 Posted July 1, 2005 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? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 2, 2005 the oil addon is really great but i wonder why the gangways have a option climb ladder up??  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  oh yeah btw another sugestion is that you could a sound that could be heard when people are running around inside the pipes   you could maybe use the sound you can hear when you run or walk in the stairs of the resistance factory building  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. Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 since the mapfact forums are down for quite some time, I will post my question here 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 Share this post Link to post Share on other sites
mr burns 132 Posted August 14, 2005 ..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. Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 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 I will try them right away, know that I know where to find them Share this post Link to post Share on other sites
raedor 8 Posted August 14, 2005 i'll forward this to Flashpoint_K. Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 I tried the AI path that are included in the 3WX object pack, but sadly they didnt do the trick 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 Share this post Link to post Share on other sites
raedor 8 Posted August 14, 2005 I tried the AI path that are included in the 3WX object pack, but sadly they didnt do the trick 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 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 Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 well that is some great timing only jocking, have a good trip , I hope that Flashpoint_K will drop by and give his thoughts on the matter Share this post Link to post Share on other sites
raedor 8 Posted August 14, 2005 well that is some great timing only jocking, have a good trip , I hope that Flashpoint_K will drop by and give his thoughts on the matter erm... don't be overconfident on this, as he seems to be away, too. Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 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 Share this post Link to post Share on other sites
raedor 8 Posted August 14, 2005 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 looks like it is back on later today. Share this post Link to post Share on other sites
chneemann 0 Posted August 14, 2005 I don't think today... But it looks good for tomorrow Share this post Link to post Share on other sites
crassus 0 Posted August 28, 2005 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. Share this post Link to post Share on other sites
sgt_savage 586 Posted August 30, 2005 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, BTW im using the non-"keep height" model.Is it a bug or am I doing something wrong? Share this post Link to post Share on other sites
honchoblack 2 Posted August 30, 2005 you can only lay the keep-hight element with WRP-Tool 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) Share this post Link to post Share on other sites
sgt_savage 586 Posted August 30, 2005 you can only lay the keep-hight element with WRP-Tool  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, but they are not there when you load the game Share this post Link to post Share on other sites
Flecktarn 0 Posted August 31, 2005 Is there any chanses that mapfact team will update the Nogova 1.22 with these pipelines? Share this post Link to post Share on other sites
Flashpoint_K 0 Posted September 6, 2005 HI so, I am back  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 Share this post Link to post Share on other sites
honchoblack 2 Posted September 6, 2005 Thank you for the update on the keep-height pipes, great to hear that you have solved the problem Share this post Link to post Share on other sites