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Marines

Working Pump-Jacks?

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I was just in the editor where I was finishing up a intro for a new mod, and noticed when I actived the camera.sqs command, the oil pump-jacks began to animate! It only lasted a split second, and then abruptly stopped. Has anyone else noticed this?

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Give me a moment, there is a script to keep them going. Its on OFPEC somewhere..

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yes, this was already discussed..

and they are also undestructable.

Theres no news. Also BIS didnt said anything about them nor fix this mistery.

edit: supershooter if you have that info please share smile_o.gif

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Quote[/b] ]and they are also undestructable.

Erm...no.

Oil pump destroy script

Screenie: picture link

weeeeeeeeee thanks notworthy.gif

edit: going to test it right away!!! yay.gif

edit2: is it possible to destroy the ones in saharani? the ones with ID

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from what i tested i can tell its nice.

They blow, smoke is created (im using matt smoke addon too), and they fall apart. In the end they have a destroyed apparence.

The script worth a test for those who want to insert them in your missions.

I will use this script for sure. But i would like to use the existing oil pumps in saharani, instead of putting more in the map.

what about the script that makes pump working?

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Quote[/b] ]what about the script that makes pump working?

I´m not aware of a script for this.

Still, I like surprises smile_o.gif

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It´s a mission to demonstrate...

Embedd it into your own mission, don´t have them blow up right at start of mission when all the texture loading is still on the way and you´ll go fine.

Additionally you can get rid of the custom sound or preload it in init.sqs

Demo-missions are made to demonstrate the effect but are not meant to be perfect solutions for your custom mission. A little bit of work still is to be done by the editor wink_o.gif

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you didnt undersand, ill try to explain better:

i put just 1 pump in saharani and i ran the demonstration, i also tryed with different condition in trigger, it it only blows when i want.

When the pump start the script its lags alot (game stops for half secound), even if it only setoff 1.

Im saying that for an unknow reason the script it self lags alot in saharani island and not in smal ramahadi island.

any reason why? huh.gif

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We have discussed blowing them up but what about them working?

Saw this too a few weeks ago and thought bizarre. Why would it kickstart as you load a mission etc then they stop?

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Quote[/b] ]any reason why?

Because there are 2 vehicles created with the script, a fuel tank and a fuel station. CreateVehicle always causes a bit of lag, even on Rhamadi. I tested it and even placed the pumps in northern territory with huge vegetation density. There is small lag, but that´s just because the vehicles are created on the fly and there is a 0.2 second delay after each vehicle is created. In sum that 0.4 seconds delay by the script for creating the vehicles and destroying them plus the time the engine needs to create the vehicles.

A look into the script would have revealed all that wink_o.gif

To bypass this you could create the objects with init.sqs and have them explode later on when your desired conditions are met.

Quote[/b] ]Why would it kickstart as you load a mission etc then they stop?

Because the animation within the object isn´t looped.

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