Stryker35 3 Posted March 16, 2018 So I'm using Sugar Lake to create a training map, and the map has built in bar gates in certain areas of the base. I'm trying to figure out how I can get these to open/close with a trigger as they are built into the map and I can't name them to work with any of the scripts I have seen out there. I've also tried removing them to put down a gate that I can set a trigger on, but they won't remove from the map. Any suggestions? Share this post Link to post Share on other sites
rübe 127 Posted March 16, 2018 You can retrieve a pointer to the gates with https://community.bistudio.com/wiki/nearestObject or https://community.bistudio.com/wiki/nearestObjects. I think the latter command is the preferred way to do this. You know the class of the gates right? If not, you can point at them, then use https://community.bistudio.com/wiki/cursorTarget and print em with diag_log. Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted March 16, 2018 26 minutes ago, J.Hill_3rdID said: So I'm using Sugar Lake to create a training map, and the map has built in bar gates in certain areas of the base. I'm trying to figure out how I can get these to open/close with a trigger as they are built into the map and I can't name them to work with any of the scripts I have seen out there. I've also tried removing them to put down a gate that I can set a trigger on, but they won't remove from the map. Any suggestions? This one's fun and will automate every bargate on the map for players/units of the specified sides. Simply put this into initServer.sqf: _sides = [west,civilian,independent];//gates will open only for units of those sides _gates = [0,0,0] nearObjects ["Land_BarGate_F",worldsize * 3]; { _automate = [_x,_sides] spawn { params ["_gate","_sides"]; while {alive _gate} do { waitUntil {sleep 0.25; count (getposatl _gate nearEntities 15 select {side _x in _sides}) > 0;}; _gate animate ["Door_1_rot", 1]; waitUntil {sleep 10; count (getposatl _gate nearEntities 15 select {side _x in _sides}) == 0;}; _gate animate ["Door_1_rot", 0]; } } } forEach _gates; Doors will open within a quarter second once an allowed unit is within 15m, it will stay open for at least 10 seconds and only close if there's no one nearby. Cheers 1 Share this post Link to post Share on other sites
Stryker35 3 Posted March 16, 2018 19 minutes ago, Grumpy Old Man said: This one's fun and will automate every bargate on the map for players/units of the specified sides. Simply put this into initServer.sqf: _sides = [west,civilian,independent];//gates will open only for units of those sides _gates = [0,0,0] nearObjects ["Land_BarGate_F",worldsize * 3]; { _automate = [_x,_sides] spawn { params ["_gate","_sides"]; while {alive _gate} do { waitUntil {sleep 0.25; count (getposatl _gate nearEntities 15 select {side _x in _sides}) > 0;}; _gate animate ["Door_1_rot", 1]; waitUntil {sleep 10; count (getposatl _gate nearEntities 15 select {side _x in _sides}) == 0;}; _gate animate ["Door_1_rot", 0]; } } } forEach _gates; Doors will open within a quarter second once an allowed unit is within 15m, it will stay open for at least 10 seconds and only close if there's no one nearby. Cheers Works like a charm! THANK YOU! 1 Share this post Link to post Share on other sites