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Third World Explosion Team presents:
Industrial Pack (3WX Edition)
version 3.0
(30-05-2004)

Website: http://3wx.concept404.com
Forum: http://threewxforum.myikonboard.com/viewboard.php
Email Agent Smith at: kpalka@pf.pl
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I. Credits
----------

Design team:
Agent Smith 		- modelling, textures, config.
Leone			- modelling, textures, model optimization, bug fixing.
Solo			- warehouse 3 & 4 original models.
Lockheed Martin$ch	- coal heaps original models and config.
Lupus[WD]		- ligthing effects, model optimization.
Vektorboson	 	- scripting, testing, good advices.

Additional thanks go to:
AceCombat
Blackdog
Bobby (CSLA)
Cervo
Cheeky Monkey		- textures.
Drow			- textures.
Der Bastler		- textures.
JorgF			- texture maping ideas.
GPH
Kegetys	(FDF)			- scripting ideas.
Pathfinder (concept404.com)	- hosting.
raedor (mapfact.net)		- scripting.
Schoeler
Silesian		- textures
TJ (BAS)		- original burning script.

Additional beta testing:
da_ofp_man, Soul Catcher, MadAussie, Kuba, Hit_Sqd_Day

Special thanks:
Dschule and SnakeMan (WRPTool, PANTool), feersum.endjinn(PAATool) and last, but not least, BIS for the great game.

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II. Instalation

Extract the AGS_inds.pbo into \Res\Addons folder or a Mod folder. If you already have the older version of AGS Industrial Pack, overwrite the old file (this pack is fully backwards compatibile).

All objects can be found in the Mission Editor under Empty->3WX Buildings and Empty->3WX Objects entries.

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III. What is this?

This addon contains a full set of various Industrial Buildings. It comes in WRP-friendly, binarized form. Some of its contents are:
- coal powerplant (now with coal heaps)
- various enterable warehouses (and crates)
- various oil & chemicals tanks
- various refinery buildings
- pipeline objects
- aircraft hangar w/ animated doors
- train platforms
- grain silo, factory, administration building, other misc buildings
- industrial crane
- 2 ambient sounds.

See the objects_list.txt for the full list.

What else you should know:
1. Powerplant is split into 2 parts to avoid max geometry LOD dimension limit.
2. Pipeline objects are impassable barrier for vehicles. Remember to occassionaly leave open spaces between sections.
3. Some objects have warning lights - check them out at night.

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IV. FAQ - read BEFORE you ask:

Q: Can I use these objects on my island?
A: Yes, that's what they're made for. You DO NOT need to ask anybody for permission to do that.

Q: Are you going to make custom editor icons?
A: No, these objects are intended for use mainlt in WRPTool and other WRP editors. Therefore, I'm not going to spend my time doing this.

Q: What OFP version do I need to use this addon?
A: Version 1.85 or higher of OFP is required to play. The latest version is recommended.

Q: Smoke FX and other effects are not launched for WRP-placed objects.
A: See the scripting section below for answer.

Q: How do I open/close doors/gates via scripting commands?
A: See the scripting section below.

Q: I don't see speculer lighting effects!
A: Make sure you have HWTL on and you've NOT switched Pixel Shaders off.

Q: Can I redistribute this pack with my island archive?
A: Yes, but you MUST include complete readmes!

Q: Can I use textures from this pack to make my own addons?
A: Yes, of course. You DO NOT need to ask anybody for permission to do that. It'd be nice if you credit us in the readme of your addon, though.

Q: I would like to put this addon INTO my island pbo file. Can I do that?
A: No. For performance and memory usage reasons we do NOT allow you to do that. Use the addon 'as-is' for placement in WRP file and don't forget to tell users, that Industrial Pack is required to play with your island. ;)

Q: Can I retexture / remake the models? Can I get MLOD files?
A: Please visit our forum (link above) and briefly tell us what you would like to do. This step is just a precaution to avoid crappy remakes. Then you'll be provided with download link to the MLOD files.
If you've made an improved/fixed version, we will be happy to include the fixed version in future updates.
Every derivated work MUST be fully OFPEC tag compatibile. For more information about tags please visit:
http://www.ofpec.com/tags_about.php

Q: I have a question that's not been answered above?
A: Go to our forum (link above) and ask there. I'll not reply any general question via email. Sorry. 

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V. Known bugs

We did our best to find and fix all the possible bugs, but still there can be some left. If you find them please visit our forums and tell us about it. Still, there are some bugs that because of various reasons, could not be fixed.

- Flame particles are occluded by Oil Refinery 4 model.
- Oil Refinery 3, Oil Refinery 5 and Grain Silo buildings do not cast shadows in some conditions.
- Some objects are not properly recognized by WRPTool as valid ODOL p3d files. This bug is related to WRPTool and it will be fixed in future updates of WRPTool.
- AI soldiers run through the closed door (game engine bug)
- objects behind semi-transparent windows (ie. in Warehouse 2, Factory) are invisible (game engine bug)

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VI. Scripting

All the scripted effects can be disabled by:
	AGS_NOFX = true

The position lights at night can be disabled by:
	AGS_NOLIGHTS = true

Finally, you can disable burning effects by:
	AGS_NOSMOKE = true

There are also game logic objects that switch the effects as listed above.

Eventhandlers & WRP-placed objects
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As you may know, the init eventhandler is not executed for WRP-placed objects. You can manually launch the appropriate effect scripts. First you have to find out the ID number of your object by clicking 'Show ID' in Mission Editor. Then you can use one of the commands listed below (note: you have to repeace _idnum with the respective object ID number).

Powerplant
(object _idnum) exec "\ags_inds\pp.sqs"

Powerplant (Section 2)
(object _idnum) exec "\ags_inds\pp2.sqs"

Oil Refinery 2
(object _idnum) exec "\ags_inds\ref.sqs"

Oil Refinery 4
(object _idnum) exec "\ags_inds\ref4.sqs"

Factory
(object _idnum) exec "\ags_inds\factory.sqs"

Alternatively, you can make a simple script that launches effects for all the objects for you. Take a look at the example script in /example subfolder for details.

Door animation commands
-----------------------
You can use the scripting commands below to open/close doors in your missions. Optionally, you can repleace "this" with the name of your object.

Aircraft Hangar:
- to open hangar gate use this command:
	[this,"OPEN"] exec "\ags_inds\hangar_doors.sqs"
- to close it:
	[this,"CLOSE"] exec "\ags_inds\hangar_doors.sqs"

Warehouse 1:
- main gate:
	this say "AGS_soundMDoor"; this animate ["Dvere1", 1]		(open)
	this say "AGS_soundMDoor"; this animate ["Dvere1", 0]		(close)
- back door:
	this say "AGS_soundWDOpen"; this animate ["Dvere2", 1]		(open)
	this say "AGS_soundWDClose"; this animate ["Dvere2", 0]		(close)

Warehouse 2:
- gate 1:
	this say "AGS_soundMDoor"; this animate ["gate1", 2]		(open)
	this say "AGS_soundMDoor"; this animate ["gate1", 0]		(close)
- gate 2:
	this say "AGS_soundMDoor"; this animate ["gate1", 2]		(open)
	this say "AGS_soundMDoor"; this animate ["gate1", 0]		(close)
	
- door 1:
	this say "AGS_soundWDOpen"; this animate ["Door1l", 1]; this animate ["Door1p", 1];	(open)
	this say "AGS_soundWDClose"; this animate ["Door1l", 0]; this animate ["Door1p", 0];	(close)
- door 2:
	this say "AGS_soundWDOpen"; this animate ["Door2l", 1]; this animate ["Door2p", 1];	(open)
	this say "AGS_soundWDClose"; this animate ["Door2l", 0]; this animate ["Door2p", 0];	(close)

Warehouse 3:
- front door:
	this say "AGS_soundHDoor"; this animate ["Door_whsfront", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsfront", 0];	(close)
- left door:
	this say "AGS_soundHDoor"; this animate ["Door_whsleft", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsleft", 0];	(close)
- right door:
	this say "AGS_soundHDoor"; this animate ["Door_whsright", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsright", 0];	(close)
- back door:
	this say "AGS_soundHDoor"; this animate ["Door_whsback", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsback", 0];	(close)

Warehouse 4:
- front door:
	this say "AGS_soundHDoor"; this animate ["Door_whsfront2", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsfront2", 0];	(close)
- left door:
	this say "AGS_soundHDoor"; this animate ["Door_whsleft2", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsleft2", 0];	(close)
- right door:
	this say "AGS_soundHDoor"; this animate ["Door_whsright2", 1];	(open)
	this say "AGS_soundHDoor"; this animate ["Door_whsright2", 0];	(close)


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VII. Disclaimer:

Copyright 2002-2004 by Agent Smith and Third World Explosion Team.
All models are intelectual property of their respective authors.
The burning script is originally made by TJ (BAS).
Some of textures come from Soldier of Fortune 2 and Ghost Recon.

This is an unofficial addon. You know the drill: "You use this addon at your own risk. BIS, Codemasters and 3WX cannot be held responsible in case the use of this addon results in any problems". You have been warned.

Not tested on animals. ;-)