1stCaptain Sigismund 3 Posted December 29, 2020 I'm trying to make a mission where the player follows his CO through the hatch to the flight deck, but the AI character just walks straight through the wall. I'd like to either script it where the door is open from the start or make it so the AI opens the door himself and walks through the hatch. I've searched the forum, but what I've found I haven't been able to make work. I made a door.sqf with: _theBuilding = nearestBuilding a; _theBuilding animate ["Door_1_rot", 1]; and placed a game logic next to the USS Freedom Island and named it A. Any help would be great, thanks. Share this post Link to post Share on other sites
pierremgi 4890 Posted December 30, 2020 In init field of USS Freedom: 0 = this spawn {_island = ((_this nearObjects ["Land_Carrier_01_island_01_F",200])#0);{_island animate [_x,1,true]} forEach animationNames _island} but frankly, there is nothing to do with this carrier's interior. I recommend the mod USS Nimitz (far more immersive). 2 Share this post Link to post Share on other sites
1stCaptain Sigismund 3 Posted January 14, 2021 Thank you though! I picked Freedom simply to minimize addons for posting the mission to Steam. I use Nimitz for my personal missions as I prefer it. I'll try this out today. Sorry for the slow response, busy time. 1 Share this post Link to post Share on other sites
fawlty 30 Posted January 14, 2021 I like this idea but am a bit lost with my limited scripting knowledge. I did add this to the USS Freedom init 0 = this spawn {_island = ((_this nearObjects ["Land_Carrier_01_island_01_F",200])#0);{_island animate [_x,1,true]} forEach animationNames _island} I must be missing something, what else is required Share this post Link to post Share on other sites
pierremgi 4890 Posted January 15, 2021 This script allows you to start with island doors opened on USS Freedom (simple question of animation state). There is no script for opening non-animated doors, which are just on object as drawings. (They would open on non-exiting room anyway). Perhaps, the script is not enough for all openable doors of the carrier. I focused on island. Share this post Link to post Share on other sites
fawlty 30 Posted January 16, 2021 So Pierre, for this to work all I need to do is add 0 = this spawn {_island = ((_this nearObjects ["Land_Carrier_01_island_01_F",200])#0);{_island animate [_x,1,true]} forEach animationNames _island} to the init of USS Freedom to have the doors open on the island? For some reason that didn't work for me. Edit; I tried the script vanilla (no mods) and the doors were open so it looks like some mod is effecting it. Thanks Pierre, I should have known it was something from my end. Share this post Link to post Share on other sites