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Pa11ssage.Flyer
December 5th, 2016, 14:03
Greetings everyone,

I am trying to add routes to this facility that I have created, so that three of the infantrymen march back and forth, like sentries. I have tried everything I can think of, even adding a ground plane and flagging it as an airbase, but to no avail. The facility shows up, but the units on the route don't. I have followed the general layout of ACC_Predannack_1944_airbase, which as I noticed, has moving vehicles in QC, but not in missions. Does anyone now why that is? Anyway, if somebody could get the routes working, that would be greatly appreciated.

Thanks

Daiwilletti
December 5th, 2016, 15:59
Hi, my best guess is to change the minor road type from "no type" to "road".

Other things to check: that Kublewagon xdp and m3d names match, including the name for the m3d file within the xdp file. IIRC sometimes one is named "kubelwagon" - spot the difference? Very easy to miss the inconsistencies.

Another thing to check is that the textures referenced in the m3d file by w40 vehicles (including personnel) exist. IIRC some of the w40 personnel reference OFF textures.

Finally, you could try changing the facility type to "factory".

All just guesses you understand!

Pa11ssage.Flyer
December 5th, 2016, 16:35
Thanks for the suggestions,

I have pretty much covered most those. The Kubelwagons show up, as well as the infantry not placed on routes. I tried changing NoType to road, but that didn't help either, and besides, Predannack has a working route with Type="NoType". I will have to try the isFactory flag however, although I would have thought isAirfield would have covered that. Of course airfield vehicles don't seem to work too well in missions...

Pa11ssage.Flyer
December 5th, 2016, 17:16
Well I seem to have tried just about every combination possible (with a few permutations just to be sure), and still no joy. Maybe I'll have another go tomorrow, but I'll probably have to put routes on hold for now (I don't have a good history with routes). If anyone has any magic coding words, please let me know!

Pat Pattle
December 5th, 2016, 23:48
We've been here and done this! :0)

A couple of things, you need to have your scenery slider set to 4 or 5 for the animations to work.
Also, they won't work in quick combat from a ground start, you only see them from an air start or from within a mission. Don't know why, just another weird CFS3 thing.

Check out this old thread:

http://www.sim-outhouse.com/sohforums/showthread.php?77842-moving-vehicles-in-airbases&highlight=halifax

(I was particularly pleased with the second video in the thread)

Cheers,

Clive

mongoose
December 6th, 2016, 08:43
I forgot that one Clive. It was really impressive!:applause:

Pat Pattle
December 7th, 2016, 00:01
I'd forgotten we'd done this too James, I wonder what other goodies we've forgotten about. Been doing this for too many years now! :mixed-smiley-010:


Pa11sage.Flyer - looking at your paths, these are straight lines, i.e point A to point B then back again. If you still can't get it to work after following the tips in that thread try making them triangular or rectangular paths instead.

<Route Name="minor_road" Type="NoType">
<Point Position="12.00 -12.00"/>
<Point Position="36.00 -12.00"/>
<Point Position="12.00 -12.00"/>
</Route>
<Route Name="minor_road" Type="NoType">
<Point Position="12.00 12.00"/>
<Point Position="36.00 12.00"/>
<Point Position="12.00 12.00"/>
</Route>
<Route Name="minor_road" Type="NoType">
<Point Position="-18.00 12.00"/>
<Point Position="-18.00 -12.00"/>
<Point Position="-18.00 12.00"/>
</Route>

Daiwilletti
December 13th, 2016, 16:19
Just for posterity, thought I would update this thread. In the uploaded utility here at SOH called "Mission and Facility Editor", there is a copy of correspondence from Martin Wright to Richard Eikland (Jan 2003). The document is headed Facility.txt. It provides part of an updated mission scripting SDK for CFS3, and I'm not sure if it ever got released as an official MS document.

Under the heading "Special Objects in Facilities", it mentions minor roads:

"minor_road A linear spline with this name will act as a path for vehicles to travel upon. Any vehicle placed on top of one of the vertices of the spline will be thought to be on the path and will travel around path in a continuous loop. You can have multiple vehicles on a path.....
The properties of a minor_road object should have a entry that says: Type=Road".

This raises the question: is it correct, because if so vehicles will not spawn on a minor road in a facility unless the minor road is given type=road.