Leh2012 10 Posted August 30, 2011 Maybe, many interested, how BIS didn't allow the player to fall from an aircraft-carrier in the first mission of campaign Harvest Red. In this material, you find answer to this question! So, i found the decision! I unpacked first mission of the BIS campaign, and in one of scripts, i detected name of the invisible wall. This is her names InvisibleFence2 InvisibleFence3 I have found out that the first wall is impassable from two parties, and the second only with one! How create this object? Very simple! stena = "InvisibleFence2" createVehicle (getpos mesto) where: wall - name of the wall, and mesto - position, where wall was created! Can be name of the trigger, for example! To dispel all doubts, I have made an example. Radio Alpha (0-0-1) - creates a wall, and radio Bravo (0-0-2) - delete her! The archive contains two versions of example, for ArmA2 and for OA! With best regards, Leh2012 PS:Not sure what an example for Operation Arrowhead will work, so as in OA, maybe, doesn't contain these objects. PPS: Excuse for bad english DOWNLOAD ARCHIVE Share this post Link to post Share on other sites
kremator 1065 Posted August 30, 2011 Interesting find. Now all we need is to put these around high buildings so that the AI don't fall off to their death! Share this post Link to post Share on other sites
dmarkwick 261 Posted August 30, 2011 This is interesting, at last maybe I can prevent AI from wandering into fires :D Any idea of the dimensions of these objects? BTW, what do you mean by: I have found out that the first wall is impassable from two parties, and the second only with one! ? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted August 30, 2011 Sounds like its passable by AI but not players? Share this post Link to post Share on other sites
kremator 1065 Posted August 30, 2011 (edited) Or like a one way/two way mirror :) That would be good. I like the way you are thinking DMarkwick! I wonder is InvisibleFence3 added to all walls but InvisbleFence2 (the one AI can pass through?) is found in the broken bits of wall the AI run through ? Edited August 30, 2011 by Kremator Share this post Link to post Share on other sites
Leh2012 10 Posted August 30, 2011 This is interesting, at last maybe I can prevent AI from wandering into fires :D Any idea of the dimensions of these objects?BTW, what do you mean by: ? Look at picture ;) Share this post Link to post Share on other sites