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Luft08

Finding the name (class name?) of a door

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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.

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What coordinate in Chernarus? Which door?

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21 hours ago, 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.

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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.

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Posted (edited)
2 hours ago, 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 by Luft08
New information
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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

 

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6 hours ago, 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?

 

5 hours ago, pierremgi said:

Welcome to old Men club!

 

The first rule of Old Men Club is...

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