elevating objects problem(?)

WrpTool island creator utility

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monoloth
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Posts: 42
Joined: 2003-11-09 01:26:58

elevating objects problem(?)

Post by monoloth »

I happened on a neat idea (IMHO) for getting a simple light in a lighthouse and having it there on the island in a permanent manner. I took one of the regular lampposts, put it directly on/in a lighthouse, then elevated it so the light would shine thru the top area of the lighthouse. Of course all of this was done in WRPT, and I used the 3DView to verify the height placement. First thing: After changing the elevation on ANY object, if you move it, it reverts back to being fit to ground.
Second problem: When I had the lamppost elevated correctly and placed correctly in the tool......I saved the file, and went into the game to preview it.guess what...the lamppost had reverted back to fit to ground, even tho i didnt use the fit to ground option in the Edit command or the object inspector. Any ideas?

BTW, I have posted this and now notice that the update is released (YAY!!!!!) so hopefully this will have been fixed.....if not...back to the any ideas?
Snake_Man

Re: elevating objects problem(?)

Post by Snake_Man »

Well its not fixed since in my tests the bridges at least work fine. Untick fit to ground, set height value manually, save and its OK.

Sure if you move the object or do align to ground without locking the object, it gets set to the fit to ground level.
shinRaiden
Captain
Posts: 176
Joined: 2004-02-27 18:29:53

Re: elevating objects problem(?)

Post by shinRaiden »

Nice. Now what we need is a little box, say like the runway lights with a light on it, but script it with a beam like on a vehicle. Is this doable?
monoloth
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Posts: 42
Joined: 2003-11-09 01:26:58

Re: elevating objects problem(?)

Post by monoloth »

Actually, the lampost in the lighthouse works very nicely, since the light is not directed. Even tho my lamposts are lower in the lighthouse, both of my lighthouses are up on peaks overlooking a river, and it really adds to the effects with ambient light down in the river gorge. Hope I can get this fixed to stay at proper height, since then its part of the island. No scripts, no muss no fuss. If its dark, the lighthouses have lights, if its daylight, they dont have light.

For thje box lite u suggested...how about the same method used for the MG nests? Couldnt this particualr object be redone to resemble something else, but keep the light?
monoloth
Recruit
Posts: 42
Joined: 2003-11-09 01:26:58

Re: elevating objects problem(?)

Post by monoloth »

I have repeatedly tried to elevate my lampost inside the lighthouse, lock it, save it, etc, but it still is lowered in the game. When I recheck the height of it in the tool, it has not changed from what I set it to, so it appears that this is not a tool problem after all, seems you just cant elevate the lamps in the tool and have them stay at that elevation. I have done this before with flagpoles in the mission editor, so maybe i will just try it that way for now.


BTW: Is it possible to use the road transitions without placing them using the road tool? I mean just place them as an object, fudge them into place with the object inspector and start again with the road tool after that piece?
shinRaiden
Captain
Posts: 176
Joined: 2004-02-27 18:29:53

Re: elevating objects problem(?)

Post by shinRaiden »

Hmm. Very similar to the max elevation issue for bridges... I'm thinking OFP won't let you create floating stuff in your wrp - if it finds it, then it wraps to the terrain automaticly. Ever looked at ia_drang in wrpedit/buldozer? You'll see what I mean.

But yeah, you can hack it in a .sq*. afterwards, I wonder if you can setpos a wrp object by calling its ID...

So, we need a light box, with the geometery rigged so that it sits where the glass goes.

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On roads - my suggestion for now is to make your road as normal, delete a straight section, ignoring the warning, and manually place the appropiate connecter there with any needed spacers.

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