FAR-Warrior 0 Posted December 19, 2002 How to open a gate (kkb_gate), i know it's with command animationPhase and animate but i have some bugs... Thx Share this post Link to post Share on other sites
Balschoiw 0 Posted December 19, 2002 To open the arm: gatename animate ["arm", 1] to close it: gatename animate ["arm", 0] put this into the script or in OnActivation of trigger. Share this post Link to post Share on other sites
The_Watcher 0 Posted December 22, 2002 How would you make a trigger so that it opens when a west (or east) vehicle comes near it, and closes after it is through? Share this post Link to post Share on other sites
Balschoiw 0 Posted December 22, 2002 setup two triggers on both sides of the gate set activation to the side of your vehicles, use repeadetly to make it working for traffic. by default the gate should be closed Now out this into OnActivation of trigger on the side where your vehicles come from: gatename animate ["arm", 1] put a second trigger behind the gate set it up like the other one and put this into OnActivation: gatename animate ["arm", 0] This will close the gatearm if vehicle passes through gate and procceeds. Note : You will have to setup the waypoints of the vehicles so that they stop in front of the gatearm and wait for a certain time, so that the gate arm has time to open. Do this by using the timout fields within waypoint window. Share this post Link to post Share on other sites
)=Obi=( 0 Posted December 24, 2002 I did a thing like that once, the time went by, some vehicles got stuck in the gate (there are drunk AI drivers in OFP) ... so i updated my script so that i saved the vehicle's name before and checked after the gate that it had passed the gate. So the gate opened when car get in front (whatever side of the car and of the gate) and closed when ca got through. The script got big. A convoy going through was worth 15mn waiting (2 cars, 3 trucks & bmp). So i switched to a non-generic script : one mission = one script. With names hard coded in it. Gate opens when first comes and closes when last go through (much more realist than one by one, looked like CPCharlie 20 years ago.). I know it's dirty programming, but what an ease to do and to use. Share this post Link to post Share on other sites
philcommando 0 Posted December 24, 2002 hmm.......animate ["arm", 1]? Does that mean if i create a model and name the selected vertices(a door) - arm - i can simulate the door opening? (Of course in this case the xyz co-ords of the door will be different from the real gate to simulate a real door opening effect.) Share this post Link to post Share on other sites
)=Obi=( 0 Posted December 24, 2002 Doors would be cool in OFP. Originally, the kind existing (AFAIK) is a piece of wood that a private can move up (or not) when you come close (scripted). The only thing funny is to get him stand and salute you as you pass ... b Great doors and portals with a sound of old wood cracking when you activate them.... Share this post Link to post Share on other sites
Balschoiw 0 Posted December 24, 2002 animations can be done. There is a program out right for christmas to add animations to units and models. Check the Addon section of the Forum for the program. Download the program here: http://www.aef-kampagne.de/german/downloads/OFPAnim_0.93_full.zip and the Models from Demo in editable state here: http://www.aef-kampagne.de/Tmp/DemoModells.zip Share this post Link to post Share on other sites
Fellini 0 Posted March 18, 2007 I used 2 triggers activation present open activation not present close seems to work ok Share this post Link to post Share on other sites
W0lle 1052 Posted March 18, 2007 You dig out a more then 4 year old thread just to tell us that the posted solution is working?! Share this post Link to post Share on other sites
Fellini 0 Posted March 30, 2007 The posted "solution" used two activation present triggers, when I tried it had some issues. The use of not present didn't result in any problems. I should have made my post clearer. Share this post Link to post Share on other sites