How to open Gates on Nogova 2 by trigger (Mapfact) |
How to open Gates on Nogova 2 by trigger (Mapfact) |
Nov 25 2013, 04:24
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#1
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New Member Group: Members Posts: 4 Joined: 12-September 07 From: NRW Member No.: 1,161 |
hey there guys.
i have a question. how do i open a gate (placed by map builder, not added by me)?? in the editor there are IDs for each objects, can anybody help me? i know it must be: ID???? animate ["xxx", 1]; (but don't know how the animations name is) thanks in advance |
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Nov 25 2013, 17:50
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#2
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Isn't Nogova 2 for OFP? If it is, you can do it with object command like this:
CODE (object [object ID]) animate ["animation", number] The animation name should be in the readme, IIRC the gates on mapfact Nogova were part of their barracks pack, so check the readme for that. Otherwise, if you're working with ArmA, you need to do it with the nearestobject command, which is a PITA, since you have to use triggers and such. Basically stick a trigger by the gate and use this: CODE (nearestobject getpos this) animate ["animation", number] In the on activation field. This also works for OFP if you're having trouble getting the object command working (It says on BIKI that it works in OFP, but I seem to recall it didn't work too well) (you might be able to use nearestobject with a gamelogic instead of a trigger. I don't think nearestobject can call the object it's using as a reference, but this might not be the case. Also, you can apparently use the nearestobject command in the same way as the object command, but I don't know what version this was introduced.) -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
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Nov 26 2013, 01:04
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#3
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New Member Group: Members Posts: 4 Joined: 12-September 07 From: NRW Member No.: 1,161 |
thanks dove!
i will test it and give an response |
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Nov 26 2013, 01:25
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#4
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New Member Group: Members Posts: 4 Joined: 12-September 07 From: NRW Member No.: 1,161 |
Yes it's for OFP / Arma CWA.
I tested but nothin works. With : (object [167362]) animate ["animation",0] = Error message when entering -> object: Type Array, expected Number With : (nearestobject getpos this) animate ["animation", 1 or 0 tested] = no action Or am i stupid how to use? pleas help me |
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Nov 26 2013, 02:13
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#5
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Dove? That's... a new one Obviously "animation" isn't actually the name of the animation - like I said, you'll need to look it up addon's documentation.
As for the array expected number, you've put square brackets around the object ID. Admittedly, I did accidentally tell you to that (sorry), just get rid of them and the command should work. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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