Luft08 27 Posted July 18, 2020 I'm making a multi-player mission on the Chernarus map. I have an AI that is suppose to leave the building and he does but he doesn't open a door but just walks right through it. Since I can't use the module (single player only) I want to use the "animate" command but I need to know the (class)name of the door to be opened. ie (I have placed a table near the door named table_0.) private _building = nearestBuilding table_0; _building animate ["someName",1]; I have read that there is a way to use the config viewer to get the name but I don't understand how. Thanks. Share this post Link to post Share on other sites
pierremgi 4919 Posted July 18, 2020 What coordinate in Chernarus? Which door? Share this post Link to post Share on other sites
Luft08 27 Posted July 19, 2020 On 7/18/2020 at 9:27 PM, pierremgi said: What coordinate in Chernarus? Which door? On the Chernarus Autumn map it's the door is approximately at [6756.47,5580.2,0]. The building ID is (oh wow. This is hard to see with these old man eyes) 988722. (I hope that's right. I'm a retired senior and these tools are made for an 18 year old eyes). Thanks. Share this post Link to post Share on other sites
pierremgi 4919 Posted July 19, 2020 Welcome to old Men club! If I'm right, the house is kind of "Land_HouseV2_04_interier" (typeOf cursorObject in console) Then in config viewer, this class has 4 doors (animationSources) So you can open one entry door by: ( (nearestTerrainObjects [[6756.47,5580.2],["House"],20])#0) animateSource ["Door_1_sound_source",1] Test also 2,3,4 in source. 1 Share this post Link to post Share on other sites
Luft08 27 Posted July 19, 2020 (edited) On 7/19/2020 at 7:53 PM, pierremgi said: Welcome to old Men club! If I'm right, the house is kind of "Land_HouseV2_04_interier" (typeOf cursorObject in console) Then in config viewer, this class has 4 doors (animationSources) So you can open one entry door by: ( (nearestTerrainObjects [[6756.47,5580.2],["House"],20])#0) animateSource ["Door_1_sound_source",1] Test also 2,3,4 in source. Thanks pierremgi. Unfortunately I get a syntax error with the message "Expected expression." What does the "#0" do? Wait! I think I have it (with your help. Thanks!) I broke your line into smaller parts that I can understand and a door opened. Not the correct one but a door. I'll change the number as you suggested until I get the right one. The code that works is: private _houseArray = nearestTerrainObjects[[6756.47,5580.2],["House"],10]; hint str _houseArray; private _house = _houseArray select 0; _house animateSource ["Door_1_sound_source",1]; Thanks again. I'll re-read your post until I understand how you came up with the house and door type. Edited July 19, 2020 by Luft08 New information 1 Share this post Link to post Share on other sites
pierremgi 4919 Posted July 19, 2020 It's just this f..g bug of the forum editor when you copy paste (invisible extra character). Try again. #0 is same as: select 0 1 Share this post Link to post Share on other sites
Maff 251 Posted July 20, 2020 On 7/19/2020 at 6:48 PM, Luft08 said: (I hope that's right. I'm a retired senior and these tools are made for an 18 year old eyes) What's that? I can't hear you. Can you make your font bigger, please? On 7/19/2020 at 7:53 PM, pierremgi said: Welcome to old Men club! The first rule of Old Men Club is... Share this post Link to post Share on other sites