OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: KyleEasterly on 03 Feb 2003, 00:27:27

Title: Setting a building as destroyed and removing target boxes?
Post by: KyleEasterly on 03 Feb 2003, 00:27:27
In my intro, I have a building being destroyed by a series of heat125 camcreates. However, when I get to the actual mission, which starts within view of the blown-up building, it is whole again. I know that things don't carry over from intro to mission, I just need to know how I would set a building that already exists on the island (not something I put there myself) to be destroyed. I have tried placing a GameLogic right on top of the building and doing this setDamage 1 and that does nothing. I could just blow it up again but that has already happened in the cutscene before the mission starts.

Also, I've got a sniper's scope view of him targeting a character, and it shows the square-and-diamond target locked reticle over the character. I've looked all over and can't seem to find a place to disable this.

Thanks in advance,

-Kyle
Title: Re:Setting a building as destroyed and removing target boxes?
Post by: Black_Feather on 03 Feb 2003, 17:09:06
do you have resistance? if you do you should be able to use this

object IDNumber setdammage 1

just turn on object id's and zoom in close to the building you want. For the target thing try this

unitname disableai "autotarget"

that could work
Title: Re:Setting a building as destroyed and removing target boxes?
Post by: KyleEasterly on 04 Feb 2003, 00:44:40
Thanks, the code for blowing up the building worked, however the disable-target-box code did not. It's OK, I ended up switching that to a guy getting out of a car, shooting the target, and driving off.