MapfacMillitaryobjectanimations

WrpTool island creator utility

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theunknown
Newbie
Posts: 5
Joined: 2006-03-02 22:30:46

MapfacMillitaryobjectanimations

Post by theunknown » 2006-03-03 15:45:45

I am makeing a small island whit a couple of bases i am useing barracken and millitaryobjects for the bases.


The problem is that all the gate animations like open and closeing the barrier and the barbedfencegates dont work.
all the other animations from barracken just work i can open all the doors i also put in some other buildings in to check if those animations worked and they where ok.

the straingh ting is that when i just add the objects in the normal ofp editor they work perfectly but when i put them on the map whit the wrptool it doesnt work.

I also tryed to like open them whit the commands (came in a readmefile) in a trigger but that didnt had any result either.

I have no clue what the problems is so some1 PLEASE HELP.

The Unknown

Snake_Man

Re: MapfacMillitaryobjectanimations

Post by Snake_Man » 2006-03-03 21:59:03

Its not the same to put an p3d into wrp or to place it from mission editor. Guys like Agent Smith knows much more about this subject.

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jb
Recruit
Posts: 13
Joined: 2005-03-24 03:42:57

Re: MapfacMillitaryobjectanimations

Post by jb » 2006-03-14 07:13:55

I had a similar problem some time ago, I could not open gates etc. and I also didnt get the option to climb ladders on towers. When I came to insert an object from the editor to check that the actualy gates were working placed via the editor and not through wrptool I couldnt even find the items in the listing.

A careful read of the manual revealed that removing the baracken.pbo from the DTA folder fixed all the probs, but remeber to place it back again before trying to add then via wrptool.

Try this it may solve your probs.
Image

theunknown
Newbie
Posts: 5
Joined: 2006-03-02 22:30:46

Re: MapfacMillitaryobjectanimations

Post by theunknown » 2006-03-14 15:09:32

well sorry for not posting that i found a sollution for it myself.

my sollution is i went into the editor and used this line on a trigger whit radioactivation
Hint Format["UnitName's Location :%1",Getpos UnitName]

and i just placed the objects in the editor and gave them the correct pos.
next i found out the pos and put it in a script
;put this in your init.sqs [] exec "gateplacement.sqs"
;and also put the script file that came whit the island in your mission folder
;this will place the gates that where planed to there propper places if you put in the gates whit the correct names
;
;the barrier at the entry of the big base
g1 Setpos [4528.75,7268.66,0]
g1 setdir 180
;the barrier at the airfield
g2 Setpos [4249.12,7464.25,0]
g2 setdir 90
;the barrier at the mainbasebarracks
g3 Setpos [4859.1,7750.49,0]
g3 setdir 180
;the left side of the fence gate at the bigbase entry
g4 Setpos [4530.52,7250.7,0]
g4 setdir 0
;the right side of the fence gate at the bigbase entry
g5 Setpos [4527.52,7250.7,0]
g5 setdir 0
;the left side of the fencegate at the radiomastcompound mainbase
g6 Setpos [4796.16,8188.18,0]
g6 setdir 0
;the right side of the fencegate at the radiomastcompound mainbase
g7 Setpos [4799.18,8188.18,0]
g7 setdir 0
;the barrierpole at the entry of the big base
p1 Setpos [4532.56,7268.63,0]
p1 setdir 180
;the barrierpole at the airfield
p2 Setpos [4249.13,7468.03,0]
p2 setdir 90
;the barrierpole for the mainbasebarracks
p3 Setpos [4864.08,7750.5,0]
p3 setdir 180

now the person that is makeing a new map only has to put in the line to activate the script and put in the objects or use the example map that came whit the island.

The Unknown
Last edited by theunknown on 1970-01-01 00:00:00, edited 1 time in total.

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