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Author Topic: Any such thing as a BIS invisible blank object?  (Read 2176 times)

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Offline DMarkwick

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Any such thing as a BIS invisible blank object?
« 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.

Offline Planck

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Re: Any such thing as a BIS invisible blank object?
« Reply #1 on: 25 Feb 2010, 04:30:58 »
"InvisibleFence"
"InvisibleFence2"
"InvisibleFence3"


Planck
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Offline DMarkwick

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Re: Any such thing as a BIS invisible blank object?
« Reply #2 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?

Offline Planck

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Re: Any such thing as a BIS invisible blank object?
« Reply #3 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
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Offline DeanosBeano

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Re: Any such thing as a BIS invisible blank object?
« Reply #4 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.



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Offline DMarkwick

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Re: Any such thing as a BIS invisible blank object?
« Reply #5 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 :)