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Author Topic: why are heights wrong?  (Read 1213 times)

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bsspewer

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why are heights wrong?
« on: 18 Oct 2002, 02:04:11 »


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« Last Edit: 18 Oct 2002, 02:05:57 by bsspewer »

Offline Chris Death

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Re:why are heights wrong?
« Reply #1 on: 18 Oct 2002, 02:23:15 »
hmm - after looking onto your 2 pics, i think the difference
between 35 and 36 is not 1 meter, rather it is 1 whole
bridge (bottom to top).

Try using 35.5 (or 35.4, etc.).

Maybe you get success this way.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

bsspewer

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Re:why are heights wrong?
« Reply #2 on: 18 Oct 2002, 02:33:44 »
i have tried it..i tried it at 35.1 and the bridge went to the 36 meter position..so i tried lowering by using 35.09, but instead it went back to the 35 meter position.  I can't seem to get anything in between those two positions..and this is not the only time i've experienced a problem such as this..i thought with all these patches that BIS would have noticed it by now but obviosly they still let these problems go..

Offline Sui

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Re:why are heights wrong?
« Reply #3 on: 18 Oct 2002, 02:38:42 »
Sometimes in OFP (especially when working with scenery) the objects won't go exactly where you put them due to conflicts with other objects.

Try moving your bridge section away from the other section just slightly, and see if you get greater control over it's vertical position. ;)

bsspewer

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Re:why are heights wrong?
« Reply #4 on: 18 Oct 2002, 02:43:19 »
tried that too...hehe..i try to solve the problem as much as i can before coming to the forums for help..any more suggestions? i'm gonna post it on the official forums and alert them, even though i am using an unofficial addon...but i have had this problem before w/ other items, including official ones.

Offline Chris Death

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Re:why are heights wrong?
« Reply #5 on: 18 Oct 2002, 02:47:28 »
One more thing you could try;

Try to camcreate your bridge piece at the position, where
you want it. Maybe it will fit in better then. (not sure if
there would be any different effect, but worth a try).

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

bsspewer

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Re:why are heights wrong?
« Reply #6 on: 18 Oct 2002, 03:02:22 »
haven't tried that since i'm not positive on how to do it..

do i use scripting and say camcreate "bridge" (x,y,z) ?

Offline Chris Death

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Re:why are heights wrong?
« Reply #7 on: 18 Oct 2002, 03:14:51 »
Yes, you'll do it like this way.

The only thing is, you need to get the name of the object bridge first. Best you place a bridge piece onto an empty
map, and give it a name (e.g: bridge1).
Then save the map

Then you open the mission.sqm, do a search for bridge1
and check the name of the object (i think you will find it
at: vehicle).

Then you use:

"bridge1" = "name_of_object" camcreate (getpos gamelogic)

or you use the same getpos, like you did with your example
in your first post here.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

skid

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Re:why are heights wrong?
« Reply #8 on: 19 Oct 2002, 16:19:44 »
A while back I wanted blow a truck off the bridge this involved raising the the truck several meters and moving it sideways at the same time, using a script it worked perfectly on land.
But when trying it on the bridge I found a strange effect you can have objects on the bridge but you must keep them under 19 meters any higher say 19.1 and they jump upto about 35-40 meters.
The hights I'm talking about may not be spot on but I don't remeber them exactly.
Your problem may be that the bridge your trying to construct is above 19 meters high which is ok while its on land but when it goes onto  the water it jumps upto 35 meters.
I don't know of any fix for this sorry.
« Last Edit: 19 Oct 2002, 16:21:16 by skid »