* 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.
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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