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Wrestler

How to open the gates?

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Hi, I am new to making ARMA2 missions, so my question is maybe stupid. I need to automatically open one of the blue gates that are around the NW airport in ÄŒernarus when BLUFOR is near. I have found some similar topics about opening gates here but all of them were about the bar gates that as I believe are not the same as the blue gate -- I've tried a trigger activated by BLUFOR with

(position this nearestObject 137646) animate ["barGate",0];

but it doesn't work...

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Search for animate door or something like that. It's been discussed before, but I can't remember the names to animate.

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Not all gates have animations! They can look same, but the animation part is missing... so you should try in the editor first if you can open it as player... ;)

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The blue gates are probably "Door01". Some buildings use "Dvere1" which I guess is Czech for door. I guess you would know :D

And despite what the wiki says, 1 usually means open, but sometimes it means closed, such as for building "Land_sara_domek_zluty". So, as previously mentioned, make sure you can open/close it as a player. If so, try

(position this nearestObject 137646) animate ["Door01",0];

and if that doesn't work, change the 0 to a 1.

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To simply start a Bar Gate (that you place using the editor) in the down/closed position, you can put this in its INIT box:

this animate ["bargate",1];

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I'm trying to have an AI open the gate as well, but the gate will not open. I can open the gate myself, the id is 136244 and it's on the top of the airfield on Chernarus. I've tried naming an ai with with a waypoint and tried everything I can think of in the act line.

gateguy animate ["Door01",0];
gateguy animate ["Door01",1];
gateguy animate ["Door_01",0];
gateguy animate ["Door_01",1];
gateguy animate ["Dvere01",0];
gateguy animate ["Dvere01",1];
gateguy animate ["Dvere_01",0];
gateguy animate ["Dvere_01",1];

What am I doing wrong?

Edited by Lucidity

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The gate persists of two ID`s 136243 and 136244. To open them you will need: ID136243 animate ["DoorR", 1]; and ID136244 animate ["DoorL", 1];

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I tried:

ID136243 animate ["DoorR", 1]; ID136244 animate ["DoorL", 1];

with no luck. However, I was able to get both the gates to open by creating two triggers that encompased the gates and carefully grouping each trigger to each gate (they are milimeters apart and they're both named "house"). For each trigger, I assigned the object to an array? (I hope that is correct) by using

 Gate1 = thislist select 0 

 Gate2 = thislist select 0 

After that, I assigned a soldier a waypoint on top of the object with the init:

 Gate2 animate ["DoorR", 1]; Gate1 animate ["DoorL", 1]; 

and he finally opens both the gates! I'm guessing this means that the object names are not ID136243 and ID136244, but something else. Is there an easier way to do this?

Thank you for helping me.

Edited by Lucidity

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I've seen this question a few times now and even though this topic is old, I'll post the proper way of doing this. It's confirmed to work on the ARMA3 Map pack mod. All you need to do is place trigger with Activation set to whatever side (ie BLUFOR) you want the gate opening for, set the trigger to REPEATEDLY and then add the following scripts to that trigger:

 

Chernarus North Airfield:
North Airfield gate:
On ACT:

 

(position player nearestObject 136244) animate ["doorl",1];(position player nearestObject 136243) animate ["doorr",1]

On DEA:

 

(position player nearestObject 136244) animate ["doorl",0];(position player nearestObject 136243) animate ["doorr",0]


East Airfield gate:
On ACT:


 

(position player nearestObject 137646) animate ["doorl",1];(position player nearestObject 137623) animate ["doorr",1];

On DEA:

 

(position player nearestObject 137646) animate ["doorl",0];(position player nearestObject 137623) animate ["doorr",0];


South Airfield gate:
On ACT:


 

(position player nearestObject 146042) animate ["doorl",1];(position player nearestObject 146036) animate ["doorr",1]

On DEA:

 

(position player nearestObject 146042) animate ["doorl",0];(position player nearestObject 146036) animate ["doorr",0]


West Airfield gate:
On ACT:


 

(position player nearestObject 143279) animate ["doorl",1];(position player nearestObject 143278) animate ["doorr",1]

On DEA:

 

(position player nearestObject 143279) animate ["doorl",0];(position player nearestObject 143278) animate ["doorr",0]

 

 

Berezino:

North Railyard gate:

On ACT:

 

(position player nearestObject 257457) animate ["doorl",1];(position player nearestObject 257463) animate ["doorr",1]

On DEA:

 

(position player nearestObject 257457) animate ["doorl",0];(position player nearestObject 257463) animate ["doorr",0]
Edited by spookeh

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