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Author Topic: Oil rigs again (1.14)  (Read 1717 times)

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Offline bardosy

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Oil rigs again (1.14)
« on: 03 Jun 2008, 08:44:36 »
After 1.14 finally the oil rigs works! That's great! But how can I stop them? :)
Not kidding...
In my old mission, the player have to blow up the rigs... and evrything fine, but the flaming rigs still works now. :) It's weird.
Fix bayonet!

Offline schuler

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Re: Oil rigs again (1.14)
« Reply #1 on: 03 Jun 2008, 13:24:30 »
lol  hey it will be a bit till we are all up to 1.14
do that ol' dammage 0 thingo , with a big tigger ,,, improvise  :good:
best yet , i still play older versions 1.09 1.12 1.14 ,,, just let them know!!!!  ;)
have to see yet what you mean!!!!! interesting  :scratch:
lol cheers schuler
Semper Fi

Offline johnnyboy

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Re: Oil rigs again (1.14)
« Reply #2 on: 03 Jun 2008, 16:49:51 »
Hi Bardosy!  Its good to see you working on ARMA again.

I also need to know this.  I am thinking it is an animation command like opening the bar gate or door on a building.

My destroy oil pump script (http://www.ofpec.com/ed_depot/index.php?action=details&id=360&page=0&cat=xyz), has the same problem.  They twist and sink into the ground, but are still pumping.  It looks really dumb now.    :(



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Offline schuler

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Re: Oil rigs again (1.14)
« Reply #3 on: 04 Jun 2008, 05:56:32 »
hi bardosy, if you think this is a bug it should be reported to BIS forum ,,, i think!
in Black Gold i didnt see any problems, unless it was in the cutscence after the oil rigs are destroyed.  but i am sure i played that in 1.12 two weeks ago with you new vers.
do you want it tested in 1.14 ? or is this only the old mission your talking about?!?!?!? :scratch:
cheers schuler
@johnnyboy do you think this is a bug in 1.14? cheers mate, schuler
Semper Fi

Offline bardosy

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Re: Oil rigs again (1.14)
« Reply #4 on: 04 Jun 2008, 07:35:06 »
Hey schuler, thank you for reply.

I think it's not a bug, just we don't know the solution yet. ;)

Estrella campaign: there are a newer version, but I didn't publish yet. Please test it on 1.14 a little bit later.
I did a lot of improvements and I will attach three new missions.
In Black Gold I developed savedbygrace's idea to guards detect you within 10/5/2 meter (it's depend on your stance).
Fix bayonet!

Offline schuler

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Re: Oil rigs again (1.14)
« Reply #5 on: 04 Jun 2008, 08:11:02 »
In Black Gold I developed savedbygrace's idea to guards detect you within 10/5/2 meter (it's depend on your stance).
without weapons you only have prone and stand
thats cool ,,, have to be more stealthy  ;)
last time i played i got Jefer too ,,,,  :good:
made me feel like a hero!
ok will test in 1.14 a little bit later , i'll be looking for an update, good work!
cheers schuler
ps off typic;  i have taken some notes, will look at replys in your camp and will change my notes to fit the game only. not upgrades that might happen!
ps good on ya savedby!
Semper Fi

Offline Mr.Peanut

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Re: Oil rigs again (1.14)
« Reply #6 on: 04 Jun 2008, 16:15:19 »
Someone with the appropriate knowledge (ahem hoz, Planck or -h) needs to take a close look at the oil rig object and see what its animation states are.
urp!

Offline Planck

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Re: Oil rigs again (1.14)
« Reply #7 on: 04 Jun 2008, 20:03:05 »
Well I haven't checked the nodding donkeys since 1.14 came out, but, it previously had 28 animations listed in its model.cfg entry.

The config.bin entry for it has:  destrType=DestructNo;, which basically means it can't be destroyed normally.

Animations are using:

source = "time";
sourceAddress = loop;

Which presumably means the animation/animations is/are endlessly looping.


Planck
« Last Edit: 05 Jun 2008, 13:53:43 by Planck »
I know a little about a lot, and a lot about a little.

Offline bardosy

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Re: Oil rigs again (1.14)
« Reply #8 on: 05 Jun 2008, 13:05:19 »
Planck, thank you!

You saved my lot of hour! I can focus to new missions.
Fix bayonet!