Clayman
Sep 2 2009, 01:32
Ever asked yourself what's the purpose of a dam that does..... nothing?
Don't want to see dirty coal powerplants anymore and looking for nice, clean power?
Then this might help a little bit:
Topolka Dam with animated water effects, sound and funky lights!
http://clayman.kilu.de/images/img/ArmAII/Staudamm_10_small.jpg (http://clayman.kilu.de/images/img/ArmAII/Staudamm_10.jpg)http://clayman.kilu.de/images/img/ArmAII/Staudamm_16_small.jpg (http://clayman.kilu.de/images/img/ArmAII/Staudamm_16.jpg)
Description:
Adds water and sound effects aswell as a small river with rapids to the Topolka Dam on Chernarus.
Available as Addon Version or Script Version.
Addon Version
Required Addons:
Comunity Base Addons (http://www.armaholic.com/page.php?id=6231)
Usage:
The script automaticly checks if the player or a camera object is near the dam. So normally you don't have to do anything.
However, there are several global variables to modify different parameters of the effects.
Open / Close Gates:
To open / close any of the gates at any time in your mission set these global variables to true (open) or false (closed):
CLAY_TopolkaDam_gate1
CLAY_TopolkaDam_gate2
CLAY_TopolkaDam_gate3
Turn Nightlights On / Off:
You can turn the nightlights on / off at any time during your mission by setting this global variable to true (lights on) or false (lights off):
CLAY_TopolkaDam_lights
Change Color / Brightness of the nightlights:
The nightlight objects can be addressed via
CLAY_TopolkaDam_light1
CLAY_TopolkaDam_light2
CLAY_TopolkaDam_light3
Use these with the setLightColor (http://community.bistudio.com/wiki/setLightColor), setLightAmbient (http://community.bistudio.com/wiki/setLightAmbient) and setLightBrightness (http://community.bistudio.com/wiki/setLightBrightness) commands.
e.g.
CLAY_TopolkaDam_light1 setLightBrightness 0;
CLAY_TopolkaDam_light2 setLightColor [0,0,1];
CLAY_TopolkaDam_light3 setLightAmbient [1,0,0];
To check if the script has initialized (for whatever you might need this) check the variable
CLAY_TopolkaDam_initDone
e.g.
waitUntil {!(isNil "CLAY_TopolkaDam_initDone")};
waitUntil {CLAY_TopolkaDam_initDone};
Hint "WOW! Look at those awesome effects!";
Download (Addon Version): CLAY_TopolkaDamFXv12.rar (http://clayman.kilu.de/Games/ArmAII/Addons/CLAY_TopolkaDamFXv12.rar)
Armaholic.com Mirror (http://www.armaholic.com/page.php?id=7217)
ArmA2Base.de Mirror (http://arma2base.de/include.php?path=download&contentid=732)
Script Version
Required Addons:
Mapfact Editor Upgrade V1.0 (MAP_EU.pbo) (http://www.armaholic.com/page.php?id=6194)
Usage:
Copy the description.ext, CLAY_TopolkaDamEffects.sqf, CLAY_TopolkaDamSound.sqf and the folder sound to your mission folder.
(NOTE: The included init.sqf is just an example. In this demo mission it does nothing. It's just to show you how to pass additional parameters to the script.)
To use the script, simply place the following code into an unit's init line, a trigger or a script:
nil = [] execVM "CLAY_TopolkaDamEffects.sqf";
To deactivate the script and remove all created objects (river, rocks etc.) use:
CLAY_TopolkaDamFX = false;
You can place a trigger around the Topolka Dam area, which starts the script whenever the player is near
and quits the script once he leaves the area:
Size a/b: 500 / 800 (or whatever you want!)
Activation: Everybody OR side of player (e.g. BLUFOR) OR group the trigger to the player // Repeat
On Activation: nil = [] execVM "CLAY_TopolkaDamEffects.sqf";
Deactivation: CLAY_TopolkaDamFX = false;
(See included Demo mission!)
Advanced:
You can pass several parameters to the script:
[<enable lights? | bool>, [<nightlight color gate 1 | Array - RGB>, <nightlight color gate 2 | Array - RGB>, <nightlight color gate 3 | Array - RGB>], <1st gate open? | bool>, <2nd gate open? | bool>, <3rd gate open? | bool>] execVM ...
enable lights? - Is the dam illuminated at night (true / false)
nightlight color gate 1 / 2 / 3 - Color of the lights can be set for each of the three gates. If lights are not enabled you must at least pass empty arrays! Format is [R, G, B].
1st / 2nd / 3rd gate open? - Each of the three gates can be opend / closed independently. (true / false)
examples:
nil = [true, [[0,1,0], [0,0,1], [1,0,0]], true, true, true] execVM "CLAY_TopolkaDamEffects.sqf";
nil = [false, [[], [], []], true, false, false] execVM "CLAY_TopolkaDamEffects.sqf";
Open / Close Gates:
To open / close any of the gates at any time in your mission set these global variables to true (open) or false (closed):
CLAY_TopolkaDam_gate1
CLAY_TopolkaDam_gate2
CLAY_TopolkaDam_gate3
Turn Nightlights On / Off:
You can turn the nightlights on / off at any time during your mission by setting this global variable to true (lights on) or false (lights off):
CLAY_TopolkaDam_lights
Change Color / Brightness of the nightlights:
The nightlight objects can be addressed via
CLAY_TopolkaDam_light1
CLAY_TopolkaDam_light2
CLAY_TopolkaDam_light3
Use these with the setLightColor (http://community.bistudio.com/wiki/setLightColor), setLightAmbient (http://community.bistudio.com/wiki/setLightAmbient) and setLightBrightness (http://community.bistudio.com/wiki/setLightBrightness) commands.
e.g.
CLAY_TopolkaDam_light1 setLightBrightness 0;
CLAY_TopolkaDam_light2 setLightColor [0,0,1];
CLAY_TopolkaDam_light3 setLightAmbient [1,0,0];
Download (Script Version): CLAY_TopolkaDamEffects.Chernarus.rar (http://clayman.kilu.de/Games/ArmAII/Addons/CLAY_TopolkaDamEffects.Chernarus.rar)
Armaholic Mirror (http://www.armaholic.com/page.php?id=7218)
Assault Mission Studio Mirror (http://www.assaultmissionstudio.de/downloads.php?page_id=233)
ArmA2Base.de Mirror (http://arma2base.de/include.php?path=download&contentid=733)
Known Bugs:
Overlaping water tiles sometimes look weird
The end of the river looks quite provisional (well, it IS provisional^^) because the terrain isn't suited for anything better
NOTE: Make sure to either use only the Addon Version OR the Script Version.
Using both at the same time will most likely cause problems.
To do:
Add waves moving away from the waterfall(s)
Probably some other stuff I can't remember at the moment
Change Log:
V1.2
Bugs fixed
V1.1
Fixed placement of some rocks
MAP_EU no longer required for Addon Version
Self-initialising scripts (Addon Version)
New sound for main waterfall
Main waterfall sound only played when at least one gate is open
Added sound to rapids
Water on rapids more random (more natural look)
Added vertical movement to river to simulate waves
Lights have global names to access them in the editor / other scripts
Turn lights on / off at any time
Lights will be deleted at end of script
More Screens:
http://clayman.kilu.de/images/img/ArmAII/Staudamm_5.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_6.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_7.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_8.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_9.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_11.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_12.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_13.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_14.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_15.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_17.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_18.jpg
Have fun!
Greetz,
Clayman
Don't want to see dirty coal powerplants anymore and looking for nice, clean power?
Then this might help a little bit:
Topolka Dam with animated water effects, sound and funky lights!
http://clayman.kilu.de/images/img/ArmAII/Staudamm_10_small.jpg (http://clayman.kilu.de/images/img/ArmAII/Staudamm_10.jpg)http://clayman.kilu.de/images/img/ArmAII/Staudamm_16_small.jpg (http://clayman.kilu.de/images/img/ArmAII/Staudamm_16.jpg)
Description:
Adds water and sound effects aswell as a small river with rapids to the Topolka Dam on Chernarus.
Available as Addon Version or Script Version.
Addon Version
Required Addons:
Comunity Base Addons (http://www.armaholic.com/page.php?id=6231)
Usage:
The script automaticly checks if the player or a camera object is near the dam. So normally you don't have to do anything.
However, there are several global variables to modify different parameters of the effects.
Open / Close Gates:
To open / close any of the gates at any time in your mission set these global variables to true (open) or false (closed):
CLAY_TopolkaDam_gate1
CLAY_TopolkaDam_gate2
CLAY_TopolkaDam_gate3
Turn Nightlights On / Off:
You can turn the nightlights on / off at any time during your mission by setting this global variable to true (lights on) or false (lights off):
CLAY_TopolkaDam_lights
Change Color / Brightness of the nightlights:
The nightlight objects can be addressed via
CLAY_TopolkaDam_light1
CLAY_TopolkaDam_light2
CLAY_TopolkaDam_light3
Use these with the setLightColor (http://community.bistudio.com/wiki/setLightColor), setLightAmbient (http://community.bistudio.com/wiki/setLightAmbient) and setLightBrightness (http://community.bistudio.com/wiki/setLightBrightness) commands.
e.g.
CLAY_TopolkaDam_light1 setLightBrightness 0;
CLAY_TopolkaDam_light2 setLightColor [0,0,1];
CLAY_TopolkaDam_light3 setLightAmbient [1,0,0];
To check if the script has initialized (for whatever you might need this) check the variable
CLAY_TopolkaDam_initDone
e.g.
waitUntil {!(isNil "CLAY_TopolkaDam_initDone")};
waitUntil {CLAY_TopolkaDam_initDone};
Hint "WOW! Look at those awesome effects!";
Download (Addon Version): CLAY_TopolkaDamFXv12.rar (http://clayman.kilu.de/Games/ArmAII/Addons/CLAY_TopolkaDamFXv12.rar)
Armaholic.com Mirror (http://www.armaholic.com/page.php?id=7217)
ArmA2Base.de Mirror (http://arma2base.de/include.php?path=download&contentid=732)
Script Version
Required Addons:
Mapfact Editor Upgrade V1.0 (MAP_EU.pbo) (http://www.armaholic.com/page.php?id=6194)
Usage:
Copy the description.ext, CLAY_TopolkaDamEffects.sqf, CLAY_TopolkaDamSound.sqf and the folder sound to your mission folder.
(NOTE: The included init.sqf is just an example. In this demo mission it does nothing. It's just to show you how to pass additional parameters to the script.)
To use the script, simply place the following code into an unit's init line, a trigger or a script:
nil = [] execVM "CLAY_TopolkaDamEffects.sqf";
To deactivate the script and remove all created objects (river, rocks etc.) use:
CLAY_TopolkaDamFX = false;
You can place a trigger around the Topolka Dam area, which starts the script whenever the player is near
and quits the script once he leaves the area:
Size a/b: 500 / 800 (or whatever you want!)
Activation: Everybody OR side of player (e.g. BLUFOR) OR group the trigger to the player // Repeat
On Activation: nil = [] execVM "CLAY_TopolkaDamEffects.sqf";
Deactivation: CLAY_TopolkaDamFX = false;
(See included Demo mission!)
Advanced:
You can pass several parameters to the script:
[<enable lights? | bool>, [<nightlight color gate 1 | Array - RGB>, <nightlight color gate 2 | Array - RGB>, <nightlight color gate 3 | Array - RGB>], <1st gate open? | bool>, <2nd gate open? | bool>, <3rd gate open? | bool>] execVM ...
enable lights? - Is the dam illuminated at night (true / false)
nightlight color gate 1 / 2 / 3 - Color of the lights can be set for each of the three gates. If lights are not enabled you must at least pass empty arrays! Format is [R, G, B].
1st / 2nd / 3rd gate open? - Each of the three gates can be opend / closed independently. (true / false)
examples:
nil = [true, [[0,1,0], [0,0,1], [1,0,0]], true, true, true] execVM "CLAY_TopolkaDamEffects.sqf";
nil = [false, [[], [], []], true, false, false] execVM "CLAY_TopolkaDamEffects.sqf";
Open / Close Gates:
To open / close any of the gates at any time in your mission set these global variables to true (open) or false (closed):
CLAY_TopolkaDam_gate1
CLAY_TopolkaDam_gate2
CLAY_TopolkaDam_gate3
Turn Nightlights On / Off:
You can turn the nightlights on / off at any time during your mission by setting this global variable to true (lights on) or false (lights off):
CLAY_TopolkaDam_lights
Change Color / Brightness of the nightlights:
The nightlight objects can be addressed via
CLAY_TopolkaDam_light1
CLAY_TopolkaDam_light2
CLAY_TopolkaDam_light3
Use these with the setLightColor (http://community.bistudio.com/wiki/setLightColor), setLightAmbient (http://community.bistudio.com/wiki/setLightAmbient) and setLightBrightness (http://community.bistudio.com/wiki/setLightBrightness) commands.
e.g.
CLAY_TopolkaDam_light1 setLightBrightness 0;
CLAY_TopolkaDam_light2 setLightColor [0,0,1];
CLAY_TopolkaDam_light3 setLightAmbient [1,0,0];
Download (Script Version): CLAY_TopolkaDamEffects.Chernarus.rar (http://clayman.kilu.de/Games/ArmAII/Addons/CLAY_TopolkaDamEffects.Chernarus.rar)
Armaholic Mirror (http://www.armaholic.com/page.php?id=7218)
Assault Mission Studio Mirror (http://www.assaultmissionstudio.de/downloads.php?page_id=233)
ArmA2Base.de Mirror (http://arma2base.de/include.php?path=download&contentid=733)
Known Bugs:
Overlaping water tiles sometimes look weird
The end of the river looks quite provisional (well, it IS provisional^^) because the terrain isn't suited for anything better
NOTE: Make sure to either use only the Addon Version OR the Script Version.
Using both at the same time will most likely cause problems.
To do:
Add waves moving away from the waterfall(s)
Probably some other stuff I can't remember at the moment
Change Log:
V1.2
Bugs fixed
V1.1
Fixed placement of some rocks
MAP_EU no longer required for Addon Version
Self-initialising scripts (Addon Version)
New sound for main waterfall
Main waterfall sound only played when at least one gate is open
Added sound to rapids
Water on rapids more random (more natural look)
Added vertical movement to river to simulate waves
Lights have global names to access them in the editor / other scripts
Turn lights on / off at any time
Lights will be deleted at end of script
More Screens:
http://clayman.kilu.de/images/img/ArmAII/Staudamm_5.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_6.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_7.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_8.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_9.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_11.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_12.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_13.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_14.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_15.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_17.jpg
http://clayman.kilu.de/images/img/ArmAII/Staudamm_18.jpg
Have fun!
Greetz,
Clayman