OFPEC Forum

Addons & Mods Depot => Arma2 - Configs & Scripting => Topic started by: DMarkwick on 25 Feb 2010, 03:58:32

Title: Any such thing as a BIS invisible blank object?
Post by: DMarkwick on 25 Feb 2010, 03:58:32
First - the rationale. In order for me to use the say3D command, I have to make a non-dead object "say" it. So when a unit is killed, if I wish for that unit to emit a sound, I cannot use say3D because it doesn't work on "dead" objects.

However, I can spawn a custom invisible cube and have that object "say" the sound. But, that then writes a dependency into the mission when I use the editor, something I don't want.

Is there such thing as a basic, simple invisible object that BIS include that I can use? I don't wish to use the invisible helipad because it has functionality I don't require or want. I just need a basic, anonymous invisible object, as simple as possible (single point object would be great) that I can use instead of spawning a custom one and thus inventing a dependency I don't need to have.
Title: Re: Any such thing as a BIS invisible blank object?
Post by: Planck on 25 Feb 2010, 04:30:58
"InvisibleFence"
"InvisibleFence2"
"InvisibleFence3"


Planck
Title: Re: Any such thing as a BIS invisible blank object?
Post by: DMarkwick on 25 Feb 2010, 05:32:16
What ingame use does an insisible fence have? Does it have collision geometry or any other kind of geometry?
Title: Re: Any such thing as a BIS invisible blank object?
Post by: Planck on 25 Feb 2010, 05:54:32
From what I can see it has 1 res lod, a geo lod and a view geo lod.

Geo lod may be empty, hard to tell with an odol model.


Planck
Title: Re: Any such thing as a BIS invisible blank object?
Post by: DeanosBeano on 25 Feb 2010, 09:56:05

  a Gamelogic maybe your friend ?
   failing that ammo can speak i believe ,in as much as it has sounds ,whistle and flyby , just set it as invisible and give it no speed and finally deonation time = length of time required.



Title: Re: Any such thing as a BIS invisible blank object?
Post by: DMarkwick on 27 Feb 2010, 09:00:13
Thanks for the replies everyone, I used a Game Logic in the end. Seems to work fine and no dependencies are invented :)