OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Andre1983 on 09 Nov 2008, 15:24:40
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Hi to all!
I am working on a Jurassic Park mission.
http://ofp.gamepark.cz/index.php?showthis=8926
And it got as empty objects alot of fences and gates.
can the AI open a gate?
André de Jong
i found this in a config
class CfgPatches
{
class JP_cardoor
{
units[] = {JP_cardoor,JP_fench};
weapons[] = {};
requiredVersion = 1.0;
};
};
class CfgVehicles
{
class All {};
class Static: All {};
class Building: Static {};
class NonStrategic: Building {};
class TargetTraining: NonStrategic {};
class TargetGrenade: TargetTraining {};
class JP_fench: TargetGrenade
{
model="\JP_cardoor\JP_fench";
armor=20000;
scope=2;
vehicleClass="Jurassic Park";
displayName="Perimiter Fence";
};
class JP_cardoor: TargetGrenade
{
model="\JP_cardoor\JP_cardoor";
armor=20000;
scope=2;
icon="\JP_cardoor\fench1.paa";
vehicleClass="Jurassic Park";
displayName="Perimiter Fence"; animated=1
class Animations
{
class door1
{
type="rotation";
animPeriod=3
selection="door1";
axis="a_door1";
angle0=0
angle1=1.60000;
};
class door2
{
type="rotation";
animPeriod=3
selection="door2";
axis="a_door2";
angle0=0
angle1=-1.60000;
};
class door3
{
type="rotation";
animPeriod=3
selection="door3";
axis="a_door3";
angle0=0
angle1=-1.60000;
};
class door4
{
type="rotation";
animPeriod=3
selection="door4";
axis="a_door4";
angle0=0
angle1=1.60000;
};
};
class UserActions
{
class OpenDoors
{
displayName="Open Doors";
position="mitte";
radius=20.500000;
condition="((this animationPhase ""door1"") <= 0.5) && ((this animationPhase ""door2"") <= 0.5) && ((this animationPhase ""door3"") <= 0.5) && ((this animationPhase ""door4"") <= 0.5)";
statement="this animate [""door1"", 1]; this animate [""door2"", 1]; this animate [""door3"", 1]; this animate [""door4"", 1]";
};
class CloseDoors
{
displayName="Close Door";
position="mitte";
radius=20.500000;
condition="((this animationPhase ""door1"") >= 0.5) && ((this animationPhase ""door2"") >= 0.5) && ((this animationPhase ""door3"") >= 0.5) && ((this animationPhase ""door4"") >= 0.5)";
statement="this animate [""door1"", 0]; this animate [""door2"", 0]; this animate [""door3"", 0]; this animate [""door4"", 0]";
};
};
}
}
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I think I am correct in saying no - AI tend to bump their way through rather than open the door.
The mission creator would have to set up a trigger (Anybody present, Repeatedly) to animate the doors.
I believe that many of the buildings added by the Resistance expansion pack (ie. found on Nogova) have doors that can be animated shut, but that are left open by default - can't remember where I read that though.