callihn 10 Posted September 10, 2010 Can you remove a bush from the map using it's ID? Share this post Link to post Share on other sites
kylania 568 Posted September 10, 2010 Can't remove it with hideObject, but you can destroy (flatten) it. (getPos this nearestObject 314) setDamage 1; Where 314 is the ID of the bush and this is some object on the map you put this into the init field of. Share this post Link to post Share on other sites
lazerguy 10 Posted March 17, 2014 is this just on a trigger placed above the object in the on ACT. zone? Share this post Link to post Share on other sites
f2k sel 164 Posted March 18, 2014 Usually a gamelogic as "this" doesn't mean anything in a trigger. If you wish to use a trigger as the location use this (getPos thistrigger nearestObject 314) setDamage 1; or name the trigger and use that name instead of thistrigger all one word by the way. Share this post Link to post Share on other sites
Verkan 10 Posted March 20, 2014 Where do you type it in? Share this post Link to post Share on other sites
Harzach 2517 Posted March 20, 2014 Where do you type it in? The init field of the triggering object, usually a gamelogic, or a trigger as F2k describes above. Place the gamelogic/trigger close to the object you want destroyed, put the appropriate command in the init field of the gamelogic/trigger. Share this post Link to post Share on other sites
kerozen 187 Posted March 25, 2014 Thanks that helped but i need help with something else. I have the ID bar gate already on the map, it can be opened and closed by the player while ingame. Is it possible to animate it using the id? I tried this on a trigger: (getPos this nearestObject 471333) animate ["Bargate", 1]; Share this post Link to post Share on other sites
Harzach 2517 Posted March 25, 2014 Thanks that helped but i need help with something else.I have the ID bar gate already on the map, it can be opened and closed by the player while ingame. Is it possible to animate it using the id? I tried this on a trigger: (getPos this nearestObject 471333) animate ["Bargate", 1]; Is the bargate a map object, or an object you placed in the editor? If you placed it, name the bargate (I'll name it "bargate1"), then in the trigger - onAct: bargate1 animate ["bargate",0]; onDeact: bargate1 animate ["bargate",1]; I'm not sure it's possible if it's a map object. I haven't been able to find an instance where I can get the ID of one to test it. Share this post Link to post Share on other sites
kerozen 187 Posted March 25, 2014 Its a map object, i can animate the editor one and tried to use the ID from the bargate but with no results. The one im trying to animate is in the map Napf on the military island if you want to try it Share this post Link to post Share on other sites
Harzach 2517 Posted March 26, 2014 Just spent about an hour trying different things, but I can't figure it out. Keep in mind that I'm no master of Arma coding, so my failure doesn't mean it isn't possible. Share this post Link to post Share on other sites
kerozen 187 Posted March 26, 2014 well i'm definitely not better than you xD. Thanks for the help. Share this post Link to post Share on other sites
katipo66 94 Posted May 26, 2014 Is it possible to use !alive mapobjectID in a trigger condition? Share this post Link to post Share on other sites
jinker 19 Posted April 5, 2015 Is it possible to use !alive mapobjectID in a trigger condition? Old thread... but, You can use the group tool and group a trigger with a map object, like a building. It doesn't work for every little object. But once you've grouped it the trigger changes ACTIVATION to static object. Then you can use not present to fire the trigger if the building gets destroyed. Share this post Link to post Share on other sites
hixzen 10 Posted July 19, 2015 Its a map object, i can animate the editor one and tried to use the ID from the bargate but with no results.The one im trying to animate is in the map Napf on the military island if you want to try it Place a 3X10 Trigger over the map bargate, Activation Blufor/Repeatedly/Present- onAct: (getPos thistrigger nearestObject 163575) animate ["Door_1_rot", 1]; onDeact: (getPos thistrigger nearestObject 163575) animate ["Door_1_rot", 0]; Note: Replace the 163575 with the map id of your bargate Share this post Link to post Share on other sites
Maxyzzz940 10 Posted July 19, 2015 Place a 3X10 Trigger over the map bargate, Activation Blufor/Repeatedly/Present-onAct: (getPos thistrigger nearestObject 163575) animate ["Door_1_rot", 1]; onDeact: (getPos thistrigger nearestObject 163575) animate ["Door_1_rot", 0]; Note: Replace the 163575 with the map id of your bargate That's working, yeah. I spent two days to find right names for animations. Here is a link to my guide about that... Steam Community Share this post Link to post Share on other sites
f2k sel 164 Posted July 20, 2015 Has something changed, I thought "Door_1_rot" was for the gates in A3 and "bargate" for A2/OA. Share this post Link to post Share on other sites