OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Ding on 14 Jul 2005, 16:42:59
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I have animated a Lever in o2 and have given it hte animation to move forwards and backwards, when they are used through the action menu, what i want to do though is i want a script to be activated when the lever is pressed, how do i do this? :D
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no problemo actually. the clue is the init eventhandler and the animationphase query.
insert into the cfgvehicles section of the config of your object/car/whatever
class eventhandlers
{
Init="[_this select 0] exec ""\pboname\init_object.sqs"";";
};
your init_object.sqs:
#start
@ (_this select 0) animationphase "lever" == 1
insert script code here, loop maybe
@ (_this select 0) animationphase "lever" == 0
goto "start"
NB. this will not work for any stuff that you place on an island in an island editor. the class eventhandlers only work for vehicles/objects/etc which are placed in the mission editor.
hope that helps ;)
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class eventhandlers only work for vehicles/objects/etc which are placed in the mission editor.
Actually the "init" eventhandler can be used on .wrp placed objects.......static objects like buildings and such anyway.
I think the model has to be in ODOL format though.....i.e. Binarized.
Planck
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what i realy wanted is a Global variable which says that when the lever is pressed a gate opens, i have an opening script for the gate, i just dont know how to get it to be activated by pressing the lever
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Actually the "init" eventhandler can be used on .wrp placed objects.......static objects like buildings and such anyway.
I think the model has to be in ODOL format though.....i.e. Binarized.
Do you know of any released addons, that implement this?
what i realy wanted is a Global variable which says that when the lever is pressed a gate opens, i have an opening script for the gate, i just dont know how to get it to be activated by pressing the lever
Use class Useractions, I guess you have one already setup to animate the lever? Just use the AnimationPhase command remcen posted, to decied if the gate should open or close.
class UserActions
{
class PullLeverDown
{
displayName="Pull Lever Down";
position="zbran";
radius=0.5;
condition="This animationphase "lever"==1";
statement="[Object <Map Object ID>,True] Exec ""OperateGate.sqs""";
};
class PushLeverUp
{
displayName="Puch Lever Up";
position="zbran";
radius=0.5;
condition="This animationphase "lever"==0";
statement="[Object <Map Object ID>,False] Exec ""OperateGate.sqs""";
};
};
The Object (http://www.ofpec.com/editors/comref.php?letter=O#object) command needs the ID you get in the mission editor, thats assigned to the gate object, you want to operate.
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Do you know of any released addons, that implement this?
Yes......for example try looking at the config for AGS_inds.pbo from Agent Smith.
Basically it looks similar to:
class EventHandlers
{
init = "(_this select 0) exec {\pboname\scriptname}";
};
Planck
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Yes......for example try looking at the config for AGS_inds.pbo from Agent Smith.
I don't think they work from .wrp placed objects though :( They will launch there config init from the Mission editor, but not straight from loading an island. I hope this is added for Armed Assault.
Cheers
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Hmmm......I think you may be right there.
He actually uses effects scripts that need to be manually started.
Ah well, as you say, maybe in AA.
::) ::)
Planck