kupcho 19 Posted November 6, 2013 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
wok 1 Posted November 6, 2013 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
Larrow 2818 Posted November 6, 2013 You group triggers to static objects not sync. Share this post Link to post Share on other sites
kupcho 19 Posted November 7, 2013 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
Larrow 2818 Posted November 7, 2013 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
kupcho 19 Posted November 7, 2013 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
Larrow 2818 Posted November 7, 2013 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
kupcho 19 Posted November 7, 2013 (edited) 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 November 7, 2013 by Kupcho syntax Share this post Link to post Share on other sites
Larrow 2818 Posted November 7, 2013 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
kupcho 19 Posted November 7, 2013 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
Polygon 11 Posted November 7, 2013 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
jandrews 116 Posted November 7, 2013 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