Map Oil Addon

Oil-Addon features

* Completely MP compatible * Two different types of pipeline, both walkable * Quick and easy building of...

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Oil-Addon features

* Completely MP compatible * Two different types of pipeline, both walkable * Quick and easy building of pipelines using a script * Animated oil pumps with randomly played sounds * Burning oil well which has its own sound and performance adoption * Easy usage of the animations and features thanks to functions and scripts * Fully animated and walkable harbour crane * Best possible compatibility of the objects with WrpTool and the editor * Nearly every object can be used or influenced by the player * Oil tanks and Oil turret with additional explosions * Walkable tankers, depending on the version with dinghies which can be landed on water and MG. Warning sound when damaged and an integrated ship horn.

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Download 'map_oiladdon_v1.00.rar' (6.57MB)

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Mapfact Oil-Addon
by Flashpoint_K

Visit WWW.MAPFACT.NET


Content


    * General

    * Features

    * The Models

    * The Scripts

    * Animations

    * Credits

    * Disclaimer 




General
Some time ago I recognized a program with the funny name O², which, I heard so, is required to make 3D models for OFP. Passing several attempts in modeling, I read some tutorials by brsseb - the new knowledge became quite useful.
For my next mission I needed certain objects like walkable pipelines and a few oil pumps for the atmosphere, also a harbour which I could adapt to my imagination as well as a tanker.
This was the basic idea from which the Oil-Addon (OA) developed to what it is now.

While looking for an alternative to implement the pipelines without using a "keep height" variant, I made some tests with animated pipes and I decided to use this method for the pipes in my addon. Obviously I did not and do not know all upcoming problems by using this method, but I think in the end it's a useful alternative to build pipelines also on more steep positions on the map, without causing contortions on the model.
For island makers (and all the others, too) there is at least the 20m Pipeline as "keep-height" variant included, you should only make sure that the terrain you want to build the pipe on is quite flat. An instruction to set up the pipes "by hand" will be found in the scripts part.

I will be open for any suggestions, which could be implemented in a possible OA2.

So, I wrote enough now, have much fun with the addon!



Oil-Addon features

    * Completely MP compatible
    * Two different types of pipeline, both walkable
    * Quick and easy building of pipelines using a script
    * Animated oil pumps with randomly played sounds
    * Burning oil well which has its own sound and performance adoption
    * Easy usage of the animations and features thanks to functions and scripts
    * Fully animated and walkable harbour crane
    * Best possible compatibility of the objects with WrpTool and the editor
    * Nearly every object can be used or influenced by the player
    * Oil tanks and Oil turret with additional explosions
    * Walkable tankers, depending on the version with dinghies which can be landed on water and MG. Warning sound when damaged and an integrated ship horn. 



The Models

Here you find a list with all objects included, and its names and features. You can find them in the editor under "Mapfact OA: Objects" or "Mapfact OA: Vehicles" on Empty, Resistance or Civilian side.

Editor	Config	Features
Fences and attachments
Wooden fence 9m	MAP_WoodFence_9m	-
Barbed-wire fence 9m	MAP_Fence_9m	-
Barbed-wire fence corner	MAP_Fence_9m_Corner	-
Warning sign	MAP_Warnschild	-
Harbour objects
Harbour-crane	MAP_Crane	Door, Turning, Lift/Lower of the magnet
Dock #1	MAP_Dock1	-
Dock #1 (40m)	MAP_Dock1_40m	-
Dock #2	MAP_Dock2	-
Dock #2 (40m)	MAP_Dock2_40m	-
Dock #3	MAP_Dock3	-
Dock with trainjard	MAP_Dock4	-
Dock with rails #1	MAP_Dock5	-
Dock with rails #2	MAP_Dock6	-
Dock with rails #3	MAP_Dock7	-
Container (green)	MAP_Container	ladders
Container (red)	MAP_Container2	ladders
Container (red, doors)	MAP_Container3	walkable, animated, ladders
Container (stapled)	MAP_ContainerS	ladders
Stored Pipelines	MAP_Pipelines_Stored	walkable
Stored 20m Pipelines 	MAP_PLine_Big_Stored 	-
Crate #1	MAP_Kiste1	-
Crate #2	MAP_Kiste2	-
Crate #3	MAP_Kiste3	-
Cable drum	MAP_Kabeltrommel	-
Train buffer 	MAP_Rammbock 	-
Gangway	MAP_Gangway	animated
Oil objects
Oil pump #1	MAP_OilPump1	animated and sound (via useraction or script)
Oil pump #1 (on)	MAP_OilPump1_on	animated and sound (from beginning)
Oil pump #2	MAP_OilPump3	animated and sound (via useraction or script)
Oil pump #2 (on)	MAP_OilPump3_on	animated and sound (from beginning)
Oil pump (out of order)	MAP_OilPump2	-
Oil pump (out of order #2) 	MAP_OilPump2v 	-
Oil turret	MAP_OilTurret	Climbable
Oil turret (burning)	MAP_OilTurret_Burning	climbable, burning
Pipeline 16m (walkable)	MAP_Pipeline_16m	walkable, animated
Pipeline 16m (destroyed #1)	MAP_Pipeline_16m_Broken	walkable, can be used as entrance, animated
Pipeline 16m (destroyed #2)	MAP_PLine_16m_Broken2	walkable, animated
Pipeline 16m end	MAP_Pipeline_16m_End	-
Pipeline 16m entrance	MAP_Pipeline_Entrance	climbable, animated, useraction
Pipeline 20m /("Keep Height") 	MAP_Pipeline_20m /_kh 	animated / "keep-height"
Pipeline 20m (walkable) /(walkable, "keep height") 	MAP_Pipeline_20m_WK /_kh 	walkable; animated / "keep-height"
Pipeline 20m (destroyed) /(destroyed, "Keep Height") 	MAP_PLine_Big_Broken /_kh 	animated / "keep-height", smoking
Pipeline 20m (destroyed, walkable) /(destroyed, walkable, "k.h.") 	MAP_PLine_Big_Broken_WK /_kh 	walkable; animated / "keep-height", smoking
Pipeline 20m End 	MAP_Pipeline_20m_End /_kh 	animated / "keep-height"
Pipeline 20m End ("For Walkable") 	MAP_Pipeline_20m_End_WK 	animated
Pipeline 20m End ("K.H. , for walkable") 	MAP_Pipeline_20m_End_WK_kh 	"keep-height"
Pipeline 20m (Above road) /(Above road, "keep height") 	MAP_Pipeline20mStrCross_kh 	animated / "keep-height"
Pipeline 20m (Above road, walkable) 	MAP_Pipeline20mStrCross_WK 	walkable; animated
Pipeline 20m (Above road, walkable, "k.h.") 	MAP_Pipeline20mStrCross_WK_kh 	walkable; "keep-height"
Pipeline 20m (45° right) 	MAP_PLine_Big_curve_r 	45° bend to the right
Pipeline 20m (45° left) 	MAP_PLine_Big_curve_l 	45° bend to the left
Pipeline 20m (45° right, walkable) 	MAP_PLine_Big_curve_r_WK 	Walkable 45° bend to the right
Pipeline 20m (45° left, walkable) 	MAP_PLine_Big_curve_l_WK 	Walkable 45° bend to the left
Pipeline 20m Entrance 	MAP_Pipeline20m_Entrance 	animated
Oil tank small (orange)	MAP_OilTank_Small	climbable, small explosion
Oil tank small (blue)	MAP_OilTank_Small2	climbable, small explosion
Oil tank medium	MAP_OilTank_Medium	climbable, explosion effect
Oil tank big	MAP_OilTank_Big	Climbable, explosion effect
Oil tank big (twin)	MAP_OilTank_Twin	climbable, explosion effect
Oil well	MAP_OilWell	burning and smoking ;-) (via script)
Oil well (burning)	MAP_OilWell_Burning	burning and smoking ;-) (from beginning)
Building-site 	MAP_buildingSite 	Small building-site at an oil pump
Shelves 	MAP_ScrapW 	Shelves lying around
Scrap (mixed) 	MAP_Scrap 	mixed Scrap lying around
Scrap (metal) 	MAP_ScrapM 	metal poles lying around
Spill #1 	MAP_Spill1 	-
Spill #2 	MAP_Spill2 	-
Spill #3 	MAP_Spill3 	-
Spill #4 	MAP_Spill4 	-
Spill #5 	MAP_Spill5 	-
Water vehicles
Oil tanker	MAP_Tankship	walkable, ladders, animated, Sounds
Oil tanker (smuggler version)	MAP_SmugglerShip	walkable, ladders, animated, MG, dinghy, sounds
Speedboat (smuggler version)	MAP_SmugglerBoat	7.42mm machine gun
Oil tanker	MAP_Tankship_static	walkable, ladders, animated, more performancefriendly, Sounds
Oil tanker (smuggler version)	MAP_SmugglerShip_static	walkable, ladders, animated, MG, dinghy, more performancefriendly, sounds


Tipp: Sometimes the oil tanker causes lag when it is close to other objects.
If you want to use the oil ship for "eye candy" only, use the "static-version".
If you want to make the ship useable later on, use a simple replacement-script to substitute the static one with the driveable one.


The Scripts
All scripts are in the pbo "MAP_OilAddon_script". So they are called with ....... exec "\MAP_OilAddon_script\........ .sqs"

Pipebuilder.sqs ---- Example included
The Pipebuilder.sqs can be used to build the pipelines. To fit these to the terrain, the pipelines will be animated (except they are "keep-height") by the script (standard is that the pipes are facing upwards)
A second script is started automatically by the Pipebuilder.sqs and re-animates the pipelines after the game was reloaded, because OFP doesn't save the animation status itself. Due to the reason that both scripts are looped, delays can appear. They depend on the length of the Pipeline. If you call the script with the wrong parameters, it is possible, that hints will show you what was wrong. After wrong input, the standard OFP errors can appear.

Here is an exact explanation how to start the script:

Example:
[Name,1500,0,[[curve1],[curve2],...],[[object1],[object2],...],1,2] exec "\MAP_OilAddon_script\Pipebuilder.sqs"


Explanation:

Name: Has to be a pipeline-object. This is the reference for the script what type of pipeline it has to build. Easily give a name to the object and use this, or write directly in the init of the object [this,.....]

Could be everything except:

"Pipeline 20m (Above road)"
"Pipeline 20m (Above road, "keep height")"
"Pipeline 20m (Above road, walkable)"
"Pipeline 20m (Above road, walkable, "k.h.")"

"Pipeline 16m Entrance"


There are 3 different possibilities of pipelines the script is able to build.
If your start object is one of the animated ones, your whole pipe will consist of animated pieces.

If your start object is one of the "keep-height" pieces you have two more possibilities:
1) You will get a pipe which only consists of "keep-height" pieces, also at very steep positions!
Remember that the models will be contorted!

2) Your start object is also one of the "keep-height" pieces, but you put the text "mixed" at the last position in the array. In the example above this would be "[....,1,2,"mixed]" exec.
This will force the script to build "keep-height" pieces, but only at positions that are less steep than 5° at 20m (A difference of about 1.7m). At positions which are steeper than those 5° the script will build animated pieces.
Note: The length of the pipe will vary a little when you change to one of these possibilities. The pros and cons of these methods are:

Only animated pieces:
- There can be problems after destroying the pieces with the animation
- After reloading the mission, the pipes have to be animated again. This can be noticed.
Only "keep-height":
- The models are contorted at steep positions
- The models are contorted at steep positions
- The segments fit together well
- There are no Problems with reloading or destroying.
"Mixed"-Method:
- This method has the pros and cons of the other methods
- The changes from the animated to the "keep-height"-pieces are visible.

1500: Tells the script how long the pipe should get, in meters.

0: 0° or 180° from the start position, that means two scripts can be started from the same start-object, which then will build two pipes in different directions. Of course that makes only sometimes a sense.

Curves: To make a curve you need the following: [when in meters, direction in degrees relative to the last segment, sharpness] for example [200,-50,0.4]. This makes a curve with the sharpness of 0.4 (1 is maximum) after 200m to the left. Curves can only be build with the 20m pipe (see also the objects part)
If you don't want to have curves, leave the array empty.

Objects: Are depending on the type of pipe you are building, these combinations are possible:
Pipe 16m, everything except:
"MAP_Pipeline_16m" , "MAP_Pipeline_16m_End"

Pipe 20m, everything except:
"MAP_Pipeline_20m" , "MAP_Pipeline_20m_kh" , "MAP_Pipeline_20m_WK" , "MAP_Pipeline_20m_WK_kh" , "MAP_Pipeline_20m_End" , "MAP_Pipeline_20m_End_kh" , "MAP_Pipeline_20m_End_WK" , "MAP_Pipeline_20m_End_WK_kh"

this function is called like this: [400,"Object"] => will build the object after 400m. If you want to have an entrance, you have also the possibility (only when building the 16m pipe) to let the pipe make a bend at this position, so that you can build "curves" also with the 16m pipes: [500,"MAP_Pipeline_Entrance",16] => will build an entrance at which the pipe will make a 16° bend to the right. Maximum is 30°.
If you don't want to have objects in your pipe, leave the array empty.

1: Tells the script to finish the pipe with the Pipe_xxm_end object, but only if you type in a number different to 0. That means only a 0 will make no ending.

2: Tells the script which delay to use (in s) for the "guarding"-script, which checks if the pipes have to be animated again after mission was reloaded.
Minimum is 0. Numbers smaller than 0 are not permitted.
Standard is a delay of 1s is used. To this delay your input will be added. The reason for that option is, that the mapper can adapt the loop to the performance of, e.g. a mission. The script will write all built objects in an array and saves this in the variable MAP_OA_PbObjects. So you have the possibility to choose an object from this array to, e.g. animate it etc.



Summary of important functions

Call	Function
Name call MAP_oa_turretOn
Name call MAP_oa_turretOff	Lights the fire above the oil turret or puts it out.
Name call MAP_oa_wellOn
Name call Map_oa_wellOff	Lights the fire of the oil-well or puts it out.
Name call MAP_oa_pumpOn
Name call MAP_oa_pumpOff	switches the pump on/off
Important for all functions: Call them 1s or later after the start of the map or errors will occur probably!

Variables
To disable all effects (most of the animations, smoke, fire, most sounds, additional explosions) set the variable MAP_OA_FX=false.

The oil pumps are disabled in mp because of the performance. To get them to work otherwise set the variable MAP_OA_MPPumpAnim=true.

How strong the oil well smokes depends on the performance of the pc system. By using the variable MAP_OA_Smoke this can also be set directly: The value 0 (MAP_OA_Smoke=0) disables the smoke completely. The value 1 makes it smoke calmly. If it has the value 4 it smokes most strongly (only whole figures).


Summary of some important scripts:

Name of the script	Task and explanation
BoatsDown.sqs	Drops the dinghies into the water. Can be executed over the action-menu of the ship. If you want to start it directly write this: [name,"Right or Left"] exec
Crane.sqs	Opens the door of the crane and will close it automatically after 8 seconds. You can start it over action menu or by using [Name] exec
MAP_OA_20mEntr.sqs 	Opens/Closes the doors of the entrance. You can start it over action menu or by using Name exec
ShipHorn.sqs 	Fires the horn. You can start it over action menu or by using Name exec
CraneContr.sqs	Controls the rest of the crane animations. Start it with: [Name, Direction in degrees relative to the crane direction, Up/Down of the magnet in m relative to the "0 position"] exec
(Example included)
Pipebuilder.sqs	Is used to build the pipelines. Explanations see above.

Important!
Only with white colour marked scripts are allowed to be started by the mission maker. The others may cause errors if you do so!


Animations

Summary of all animated objects

OA Harbour-crane	a_rotateR => Turns the legs of the crane 360°
ani_UpDown => Up/Down of the magnet
a_door => Open/Close the door
OA Oil pump #1	Haupt_Anim => Moves the "Head" of the pump
Antr_Anim => Animates the momentum-wheel
Rad1_Anim , Rad2_Anim , Rad3_Anim => Animates the other wheels
OA Oil pump #2	Like Pump #1, but Rad2/3_Anim are not used here
All Pipeline segments except Pipe_16m/20m_end	Ani_Hrz => Turns the segments 180°
OA Pipeline Entrance	ani_Deckel => Open/Close the entrance
Pipeline 20m Entrance 	ani_O_Door; Opens/Closes the outer door
ani_I_Door; Opens/Closes the inner door
ani_Geo_Door; Opens/Closes the door in the geo-lod, important!
Gangway 	ani_fitHgt; Lifts/Lowers the gangway about 30°
Container (red, doors) 	ani_DoorR/L; Opens/Closes the right/left door of the container
OA Oil ship	ani_door01-06 => Open/Close the doors
ani_Klappe => Open/Close the door on the roof
OA Oil ship smuggler version	ani_door01-06 => Open/Close the doors
ani_Klappe => Open/Close the door on the roof
aniHideR/L => Hides the dinghies inside the ship

Important: Due to the reason that some objects are animated by scripts, a direct execution of the anims will probably cause an error!


Credits

First I want to say thanks to those peoples who wrote o2 tutorials ;-)

Then those peoples who were directly involved in the development of the OA:
raedor: config, all MAP_x scripts, revising and optimising all scripts for a good performance and MP compatibility, functions, betatesting
Sniping-Jack: some texture- & soundediting, technical support and ideas, betatesting

And the other betatesters:
BadAss
Chneemann
Medicus
Sky

And last but not least all people who had answers for my questions or helped me in any other way ;-)

Thanks!


Disclaimer

This is an unofficial addon for Operation Flashpoint © Bohemia Interactive Studio.
Use it on your own risk.


Mapfact Oil-Addon © Flashpoint_K. If you have questions about the addon or anything else, write an e-mail to Flashpoint_K@web.de or post in the Mapfact forum in the thread for this addon.

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Flashpoint_K


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Registered 21st June 2005

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