OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Nasty Buttler on 01 Sep 2002, 16:25:18
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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
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That would be very cool! ;D
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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
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i think it is
ive seen working sliding doors. :-\
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Well, the only custom anims we can define are rotating ones.
I would really like to see the coding on that baby :)
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The Hueys in Nam pack 2 are going to have opening doors and they slide.
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Well either way, i would love to speak to someone that can do it....
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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
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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