OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Yippyfn on 09 Feb 2004, 13:18:18

Title: Starting with doors closed
Post by: Yippyfn on 09 Feb 2004, 13:18:18
Can anyone tell me how to make the new resistance houses start with their doors closed?
Title: Re:Starting with doors closed
Post by: Tomb on 09 Feb 2004, 16:18:08
sure m8.

create a trigger, fired by "anybody" and place it upon some moron.

Then use the editor-button that says "Show Object ID" and locate the
ID #s of all those houses that ya wanna start with doors closed  :-*

And the trigegr simply reads:


(object 324534) animate [door, 0]; (object 48865) animate [door1, 0]; (object 34.... etc.  ;)


PS. I cant recall if it is 1 or 0 to close them doors - try it fer size m8  :P ::)

 :o oh, and if there are more doors in the same house, use "door1", "door2" etc.

hope it helps ya :thumbsup:




Title: Re:Starting with doors closed
Post by: Yippyfn on 10 Feb 2004, 01:09:04
Thanks a lot Tomb, I'll try that!  :D
Title: Re:Starting with doors closed
Post by: Yippyfn on 10 Feb 2004, 01:15:59
Wait, wait, wait, problem. What do I do if it's a house I've placed in the editor? I tried writing

"this animate [door, 0]"
 
in the house's init line, and then i tried a trigger with the same thing. What do you think? ???
Title: Re:Starting with doors closed
Post by: macguba on 10 Feb 2004, 01:27:59
Well, what happened?  

See if you can get it to work with a house of the same type that is already on the map.   That way you will at least know how many working doors it has and how they are numbered.   You may need door1 even if there is only one door.
Title: Re:Starting with doors closed
Post by: Yippyfn on 10 Feb 2004, 01:43:29
Ok, I'll try that.
Title: Re:Starting with doors closed
Post by: m21man on 10 Feb 2004, 04:20:03
(object #) animate ["dvere1",1] :)
Title: Re:Starting with doors closed
Post by: Tomb on 11 Feb 2004, 18:55:43

Wait, wait, wait, problem. What do I do if it's a house I've placed in the editor?



Then it will most likely be an "editorUpdate_102" object, but even if its not, all ya need
to do is to NAME the building in the "name" field (when creating the object), just like you'd
name a soldier  :-*

And the code would then look like:

BuildingName animate [..... etc]  ;)


later