Jump to content
Sign in to follow this  
kupcho

Destructable items?

Recommended Posts

I've been trying to script a mission where a communications tower is the target for destruction.

Since I can't sync the trigger to the tower itself, I placed a 'cargo box' next to it, named it and synced the trigger to it.

When I previewed the mission, I placed a demo charge on it and set it off. Nothing. The box remained.

Then I tried again using a satchel charge. The tower came down...the box remained.

The method, using the cargo box, was one I learned from one of Jesters tutorials, but it seems that now, even the cargo boxes aren't capable of being destroyed.

Until BI gets it's act together and allows syncing triggers to objects, I'm at a dead end.

I'm asking for suggestions on other items/objects that are capable of being destroyed.

Other methods of registering the towers' destruction would be fine too.

Please bear in mind that I'm no scripting wizard.

Share this post


Link to post
Share on other sites

You could use one of the small quadcopters UAVs, that one can be destroyed for sure, and you probably can make it invisible and put it inside the building.

Share this post


Link to post
Share on other sites

You group triggers to static objects not sync.

Share this post


Link to post
Share on other sites

Thanks for the quick replies.

One question;

How do I make something invisible?

And an observation;

When I GROUP the item and the trigger, it trips the trigger as soon as I begin the game, regardless of any attempt to destroy it. I don't even have to be anywhere NEAR it and it trips.

Share this post


Link to post
Share on other sites
How do I make something invisible?

hideObject

When I GROUP the item and the trigger, it trips the trigger as soon as I begin the game, regardless of any attempt to destroy it. I don't even have to be anywhere NEAR it and it trips.
Did you set the trigger to NotPresent?? (for destroyed) Otherwise the object is already present and the trigger will activate straight away.

Share this post


Link to post
Share on other sites

Do I put the hideObject in the init field of the item I place?

Yes, I did set the trigger to NOT PRESENT, but it still tripped immediately (using the separate box).

I also tried grouping the trigger to the tower (not a separate item), set the trigger to NOT PRESENT, and destroyed it. But that failed to trip the trigger at all even though the tower was gone.

Share this post


Link to post
Share on other sites

Works fine here testing on the transmitter towers on Stratis at 052050.

Place trigger,

group to tower,

go into trigger and change Present to Not Present,

in the OnAct type hint"Destroyed".

Blow the tower up and i get the hint

Share this post


Link to post
Share on other sites

Okay, things are getting strange.

I had done it exactly as you put it. TO THE LETTER. And it failed to work.

I went back in, deleted everything I'd done previously, then typed it in again, just as I had before.

NOW it works.

I have no idea what I did different.

Thanks for your time and patience.

I'd still like to know how I use the 'hideObject'. I tried to put it in the init field of the object being placed, but the editor didn't like that.

Edited by Kupcho
syntax

Share this post


Link to post
Share on other sites
I tried to put it in the init field of the object being placed, but the editor didn't like that.
If you are using it in an init box just type
hideObject this;

Share this post


Link to post
Share on other sites

I'm learning new things...and that's a GOOD thing.

I also think I figured out what I had done wrong when I set it up the first time.

I had set the axis to zero.

When I did it the last time, I didn't change it to zero and it worked fine.

I set it up (to check it out) again with the axis set to zero, and it failed.

I consider this topic as solved. Thanks again and have a good night my friend.

Share this post


Link to post
Share on other sites
If you are using it in an init box just type
hideObject this;

hidden objects still retain their collision. a major flaw.

Share this post


Link to post
Share on other sites
Works fine here testing on the transmitter towers on Stratis at 052050.

Place trigger,

group to tower,

go into trigger and change Present to Not Present,

in the OnAct type hint"Destroyed".

Blow the tower up and i get the hint

thanks for this. I was confused to.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×