OFPEC Forum
Addons & Mods Depot => Arma2 - Configs & Scripting => Topic started by: DMarkwick on 25 Feb 2010, 03:58:32
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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.
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"InvisibleFence"
"InvisibleFence2"
"InvisibleFence3"
Planck
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What ingame use does an insisible fence have? Does it have collision geometry or any other kind of geometry?
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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
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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.
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Thanks for the replies everyone, I used a Game Logic in the end. Seems to work fine and no dependencies are invented :)