gossamer5150 0 Posted May 9, 2004 I was wondering after doing a search I cannot seem to get an answer to something I thought somebody would have asked already. How do you get a unit not under player control to open a closed gate arm. for example like the ones in the far east border map of the FDF mod. Any help would be greatly appreciated. Thank you in advance Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted May 9, 2004 somewhere in this list is what you are looking for Quote[/b] ]Ranger UAV------------ To use the Ranger Unmanned Aerial Vehicle in your mission, follow these steps: 1) Place either the "Ranger UAV" or "Ranger UAV (Launch pad)" to your mission. Make sure that it is AI controlled (side is Resistance, not Empty!) and not grouped with any other units. The "Ranger UAV" unit should be set to flying initially. 2) Place an MRU for a player to use. So either use the "UAV Operator" unit, or place the "FDF_RangerMRU" weapon to an ammo box. The Ranger Launch Pad also has one MRU which can be picked up by any unit. Only place one UAV or Launch Pad per mission. Using multiple MRU's is possible. The Ranger scripts use the following special global variables: FDF_UAVr - UAV unit while airborne FDF_UAVpadr - UAV launch pad unit FDF_UAVr_posX - X position of the spot the UAV flies around at FDF_UAVr_posY - Y position of the spot the UAV flies around at Special Game Logics ------------ There are some special Game Logic objects in the mission editor which can be placed in missions for scripted functionality: FDF - Auto viewdistance - (for multiplayer only) Automatically sets viewdistance from 900m to 2000m according to the weakest client in game FDF - EB Mast Lights - Enables mast lights in East Border map, highly recommended for all East Border missions. (Warning! do not use in any other island) FDF - Northern lights - Enables northern lights (auroras). Use in winter night missions. Make sure that the weather is clear of clouds for proper effect FDF - Random weather - Enables random weather, multiplayer safe. FDF - Snowfall - Enables snowfall, for winter missions. Only place one of each logic in one mission to avoid problems. SANLA/Artillery ------------ To use the Sanla for artillery in your own missions, place an artillery unit from "EMPTY -> OBJECTS (Finnish Defence Forces)" anywhere into the map (Mortar Squad, Medium Artillery or Heavy Artillery). You can use the ammo slider for this unit to limit the number of ammunition available. After this, any unit with the LV 217 "Venttiseiska" field radio (classname FDF_lv217) can call for artillery. The sanla scripts use the following special global variables: FDFArtilleryAvailable - is artillery available, true or false FDFArtilleryType - type of artillery available, 1 = mortar, 2 = medium, 3 = heavy FDFArtilleryUnit - Artillery unit FDFArtilleryAmmo - number of ammunition artillery has left FDFtykistoState - artillery state, 0 = available, 1 = busy (firing) The variables can be changed in scripts, so for example if you do not want the artillery to be available at the start of the mission, set FDFArtilleryAvailable to false. SPECTATING SCRIPT ------------ FDFmod includes the Spectating Script by Kegetys, it works automatically for units in player's own group only! If you have more than one group of units in your multiplayer mission and want them all to be spectateable you must manually set the DeathCamArray variable to include all units in game, for example: DeathCamArray = [p1,p2,p3,p4] If you want different sides to have different spectateable units, use: ? side player == WEST : DeathCamArray = [w1,w2,w3,w4] ? side player == EAST : DeathCamArray = [e1,e2,e3,e4] ANIMATING BORDER GATES ------------ To open gate: objectid animate ["keppi", 1] To close it again use: objectid animate ["keppi", 0] The ID is a number which can be revealed by pressing the "show ids" button in editor. Zoom close and you'll see the lot of numbers. Just find the gate arm and note the number of it. To automatically open gates use following trigger: Activation set to "Repeatedly" Trigger name (this must be of course unique): trigger1 On Activation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 1] On Deactivation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 0] DEBUG CONSOLE ------------ To use the debug console in the Mission Editor, you must be previewing the mission first. Abort the preview to go back to the mission editor. The "debug console" button is then enabled, pressing it will continue the mission preview with the debug console open. The game will be paused initially, to exit the console press ESC which will also unpause the game. Any scripting commands work normally from the console, except for SetAccTime which is always set to 1 upon closing the console. CAMO FACES ---------- FDF_face1 FDF_face2 FDF_face3 FDF_face4 FDF_face5 FDF_face6 FDF_face7 FDF_face8 FDF_face9 FDF_diverCamo example: this setface "FDF_face1" CUSTOM RANK PATCHES -------------------- Ranks available for Officers and NCO units only. alikersantti aliupseerioppilas eversti everstiluutnantti kadetti kapteeni kenraali kenraaliluutnantti kenraalimajuri kersantti korpraali luutnantti majuri opistoupseerioppilas prikaatinkenraali sotilasmestari upseerikokelas upseerioppilas vaapeli vanrikki ylikersantti yliluutnantti ylivaapeli examples: this setobjecttexture [0,"\fdf_fin\kersantti.paa"] this setobjecttexture [0,"\fdf_finw\korpraali.paa"] (for winter units) DECALS FOR Sisu XA-185 PASI ------------------- You can set additional decal textures for normal Pasi and winter versions of Pasi. Use following line on vehicles init line: this setObjectTexture [0, "\FDF_v12\decals\nfor.paa"] or this setObjectTexture [0, "\FDF_v12\decals\frdf.paa"] This sets up NFOR or FRDF text on sides and front. You can use also your own custom textures, for best results use texture size of 256x128. MUSIC ----- FDFmuistoja_pohjolasta FDFfinlandia FDFfinlandia_hymn FDFfinland_anthem FDFporilaisten_marssi FDFjaakarinmarssi FDFslavianka FDFundeceived FDFairut_armo FDFairut_lyijykyyneleet FDFairut_orkideahauta FDFairut_sadonkorjuu FDFairut_lansi FDFairut_tiennayttaja Share this post Link to post Share on other sites
gossamer5150 0 Posted May 10, 2004 To open gate: objectid animate ["keppi", 1] To close it again use: objectid animate ["keppi", 0] The ID is a number which can be revealed by pressing the "show ids" button in editor. Zoom close and you'll see the lot of numbers. Just find the gate arm and note the number of it. how do I implement this in the editor to make the gate work? Thank you for your quick response though. Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted May 10, 2004 in the editer click the show id's then make a trigger infront of the gate and in the activation type Quote[/b] ]objectid animate ["keppi", 1] then just after the gate make another trigger and in its act type Quote[/b] ]objectid animate ["keppi", 0] so it then closesmake the triggers triggered by west/east. When you say show ID's zoom in on the gate and its ID will be there. Quote[/b] ]objectid = 584514 thats what it would look like Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted May 10, 2004 or you could do it this way. Quote[/b] ]To automatically open gates use following trigger:Activation set to "Repeatedly" Trigger name (this must be of course unique): trigger1 On Activation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 1] On Deactivation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 0] Share this post Link to post Share on other sites
gossamer5150 0 Posted May 10, 2004 Got it thanks for your help! Share this post Link to post Share on other sites