haha, thanks man. :) There's a great page somewhere around here on everything you could ever need to make an island. The list was so intimidating that I've never considered making one. I have a ton of respect for those who can make islands, especially good ones with lots of details that still play on slower machines.
Thanks for the links. Actually yes, I am already aware of them. Both have been great inspirations to me throughout this whole process.
Found an interesting "bug" or detail about the game engine. If you blow up a fishing boat, then swim back toward it as the wreak sinks, when the wreak reaches a certain depth below sea level, the model disappears from the game world. So if any mission makers out there plan to start a mission by destroying a boat and then going to investigate it, make sure the boat isn't in water that's too deap for the model to exist.
I just kicked myself in the head for not thinking of this sooner. But I was struggling with all sorts of script tricks and createVehicle hair pulling with game logics and trying to get a game logic to fire a satchel into the game world. Ug. Then, I was looking at how NeoArmageddon's satchel addon works and instead of dealing with all of that b.s., he just creates a dumb bomb where the satchel is, then deletes the satchel after the bomb explodes. WTF, that is SOOOOOOOOOOOOOOOO MUUUUUUUUUUUUCH EASIER! I spent a good part of Saturday trying to get a game logic to activate a placed satchel. Then I spent another good amount of time trying to get a game logic to place a satchel at the game start with no joy and me quitting. It's a little bittersweet to figure out a MUCH easier method to do the same thing.
For my next hurdle, I have to figure out some way of querying the player's inventory to see if they are actually carrying any satchels. Ideally, this is how things should work. Right now, when you start a mission with the module sync'd to your unit, you get an imaginary satchel that isn't in your inventory but that you can place and blow up. BTW, I've also contacted NeoArmageddon to see if he wants to use some of my ideas to change the way his addon works. If so, sweet! One less thing for me to do. If not, I'm confident I can get some kind of system working.
Also, I'm going to see if I can use nearestObject combined with attachTo and modelToWorld to actually attach a placed satchel to something in the game world. Maybe that should be a 2.0 feature as I think it will take at least a day to figure out. Hmmmmmmmm.
I also REEEEALLY want to create a dialog to set the settings on the satchel. Doing it through addActions is OK, but I like the direct approach. But dialogs? That is a whole new world for me. Maybe that's also a 2.0 feature. Gotta stay on task.
One of the other major things I have to do is create a closed circuit diving system. I'm tempted to push that to 2.0 as well as I'm afraid that if I release both at the same time, people will just use the closed circuit system and never play with the open circuit system which personally I think is more challenging and more fun. Plus, in the real world, people have to learn on an open system before they can get certified on a closed system. Sooooooooooooooooooooooooooooooooooooooooo... I don't know.
Added 6 minutes later:
Your sig currently looks like this:
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That won't work because HTML isn't allowed in the sigs and also you have to use that bb code stuff to make it work. Also, with this particular website's content management system, you have to use aimg instead of img to get the signatures to show up.
If you change it to this, it should work:
But you have to make sure it's no larger than 600x95 pixels first. Right now it's 110 tall, so you should cut it down otherwise you'll get the scroll bar on the right. Hope this helps.
Added 11 hours 51 minutes later:
# ADO GMC :
I come from carried out a test with fish to see returned in plays and I find that correct.
Now, I do not have any idea for configured that like the gulls or other insects in AO.
Let us pair random and logical in the sea.
If somebody know the step and also how integrated animations on standard of objects I am taking.
I don't know anything about entities, but I belive the addons that put flies over bodies and stuff are simply entities. Check this out for more information:
Added 1 minute later:
That G-Shock model is pretty awesome. I asked on the BI Forums for help on incorporating your models into the game.