Crimson Mage 2 Posted October 23, 2016 I need help with placing down invisible walls in a mission. How do you place them? I still want it to have collisions. Share this post Link to post Share on other sites
davidoss 550 Posted October 23, 2016 this hideObject true; this enableSimulation false; Share this post Link to post Share on other sites
Crimson Mage 2 Posted October 23, 2016 They become invisible but the player doesn't collide with them. I am trying to keep the player in a certain area. Share this post Link to post Share on other sites
mrcurry 470 Posted October 24, 2016 If you really really need a physical blocker then there is one (or two) in the helper section of empty objects in eden but... If you wish to keep players in an area I recommend using a trigger instead. Physical blockers is so not arma. ;) 1. Place trigger over area, name it 'something' 2. Set it to anybody, condition: !(player in thisList) onAct: hint "Get back here you slug!"; [] spawn { sleep 5; if !(player in list something) then { player setDamage 1;}; }; 3. Profit 1 Share this post Link to post Share on other sites
pwner 35 Posted October 24, 2016 There's an object called invisible wall somewhere in the editor, but it's hardly the size of a razorwire barricade. 2 Share this post Link to post Share on other sites
Danskkat 2 Posted April 4, 2017 Late to the game, but going to borrow your script there, Mrcurry. Thanks! EDIT: Tried doing it, got an error. "On Activation: Type Script, expect Nothing" Share this post Link to post Share on other sites
mrcurry 470 Posted April 5, 2017 11 hours ago, Danskkat said: Late to the game, but going to borrow your script there, Mrcurry. Thanks! EDIT: Tried doing it, got an error. "On Activation: Type Script, expect Nothing" My bad, forgot to handle the return. Try this: hint "Get back here you slug!"; 0 = [] spawn { sleep 5; if !(player in list something) then { player setDamage 1;}; }; Share this post Link to post Share on other sites
Danskkat 2 Posted April 5, 2017 Oh wow, that's some good dedication mrcurry! Surprised to see an answer given how old this thread was. Cheers to you, man, will try it tomorrow! 1 Share this post Link to post Share on other sites
Danskkat 2 Posted April 5, 2017 Well it didn't give me an error, but the way I'm using it something failed and I'm a scripting newb so I may as well ask if you know what I did wrong. I made TWO zones, labelled RPlayArea and BPlayArea (for Red and Blue forces) -- I'm trying to do a small skirmish map where both sides have a zone they need to stay within while fighting. Zones are both 300x300 [This is where I think I screwed up somewhere] I have activation set to BlueFor on the BPlayArea trigger and OpFor for the RPlayArea, so I ASSUMED it would mean that it'd only watch for the correct team before trying to activate. otherwise Condition remains: !(player in thislist) but, Activation: hint "You have 10 seconds to return to play zone!"; 0 = [] spawn { sleep 10; if !(player in list BPlayArea) then { player setDamage 1;}; }; (and RPlayArea for the other trigger zone). When I go Test Singleplayer it immediately gives me my warning and then kills me after 10 seconds. Other thing to note, though I don't know if it's relevent because again, newbie, is that I have AI spawning in on the character slots for now. I also plan on having NPCs doing their own thing in the town this takes place in fighting a little AI war in the middle while the players do their thing against each other. Share this post Link to post Share on other sites