OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Nasty Buttler on 01 Sep 2002, 16:25:18

Title: Hangers, we need openable doors on hangers
Post by: Nasty Buttler on 01 Sep 2002, 16:25:18
If anyone can make me 2 hangers with openable doors with that new animate function ill be happy, i want 2 because i would like to have both types of hanger usable
Title: Re:Hangers, we need openable doors on hangers
Post by: Chomps on 01 Sep 2002, 16:27:07
That would be very cool!  ;D
Title: Re:Hangers, we need openable doors on hangers
Post by: KTottE on 01 Sep 2002, 18:22:20
Well, the open door animation can only make swinging doors. Not the sliding kind that you see on hangers.

It is, I'm afraid, quite impossible to make sliding doors without using a script.

Cheers, KTottE
Title: Re:Hangers, we need openable doors on hangers
Post by: Messiah on 01 Sep 2002, 19:20:32
i think it is

ive seen working sliding doors.  :-\
Title: Re:Hangers, we need openable doors on hangers
Post by: KTottE on 01 Sep 2002, 19:23:52
Well, the only custom anims we can define are rotating ones.
I would really like to see the coding on that baby  :)
Title: Re:Hangers, we need openable doors on hangers
Post by: imemyself on 01 Sep 2002, 21:50:05
The Hueys in Nam pack 2 are going to have opening doors and they slide.
Title: Re:Hangers, we need openable doors on hangers
Post by: Nasty Buttler on 02 Sep 2002, 08:41:12
Well either way, i would love to speak to someone that can do it....
Title: Re:Hangers, we need openable doors on hangers
Post by: CBFASI on 02 Sep 2002, 11:49:25
I am working on Hangers, large ones with double ended entry BUT they doors will be static, one end partially open and the other end fully open to its 100ft width (thats 30.48m).

I dont have O2 yet but they will be out eventually
Title: Re:Hangers, we need openable doors on hangers
Post by: Tenchu on 02 Sep 2002, 14:12:13
Why don't someone just make three modles, one of the hanger without doors and two of opposite doors, A while ago marksman wrote this script for me

; Opening gates by Marksman
; 24/5/02
; Marksman920@hotmail.com

gate1openpos = getPos gate1
gate2openpos = getPos gate2
g1openposx = gate1openpos select 0
g1openposy = gate1openpos select 1
g2openposx = gate2openpos select 0

moves = 60
#loop
?(moves < 0):goto "exit"
moves = moves -1
gate1openpos = getPos gate1
g1openposx = gate1openpos select 0
g1openposx = g1openposx + 0.1

gate2openpos = getPos gate2
g2openposx = gate2openpos select 0
g2openposx = g2openposx - 0.1

gate1 setPos [g1openposx, g1openposy]
gate2 setPos [g2openposx, g1openposy]

~0.05
goto "loop"

#exit
~10
[] exec "closegates2.sqs"
exit

to simulate opening gates, and this one for closing them

; Closing gates by Marksman
; 24/5/02
; Marksman920@hotmail.com

gate1closedpos = getPos gate1
gate2closedpos = getPos gate2
g1closedposx = gate1closedpos select 0
g1closedposy = gate1closedpos select 1
g2closedposx = gate2closedpos select 0

moves = 40
#loop
?(moves < 0):goto "exit"
moves = moves -1
gate1closedpos = getPos gate1
gate2closedpos = getPos gate2
g1closedposx = gate1closedpos select 0
g1closedposx = g1closedposx - 0.1

gate1 setPos [g1closedposx, g1closedposy]

g2closedposx = gate2closedpos select 0
g2closedposx = g2closedposx + 0.1

gate2 setPos [g2closedposx, g1closedposy]

~0.05
goto "loop"

#exit
exit

but I've never done any moddeling so have no idea if its possible  ???

There are some dodgy results with this script though, one of the "gates" must be rotated 180 degrees and the number of moves in and out will probably need to be tweaked for what ever object you use. Just now the scripts are set up for FENCE Barbed Chainlink under Civillian/Support (If you have Kegs addon) If you use any other object without changing the numbers The object will disapear over the nearest hill  :o

P.s This is my first post in the new forums  ;D