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USMC Sniper

Building with 2 ladders

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Nevermind, got the problem solved. Forgot about the search function. smile_o.gif

However, I have another question. How would I include a script that changes the setpos of a player on a command from the action menu thing? I want the script to be included within the addon like an animated door would be, and not one where you have to make a trigger and everything. I'm kinda a noob at scripting but I know I could make an eventhandler make the player be setpossed 140 meters into the air or something. This is for an elevator btw.

Edit: also, how could I make a 5 second fade to black thing to simulate the time it would take for the elevator to get to the top? The way I'm doing it is having to elevator models and once you get in one, it fades out for 5 seconds, setposses you to a second elevator at the top, and fades in. I want to make the elevator work from the top as well.

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Just add this line in cfg

Quote[/b] ]

ladders[]={{"start","end"},{"start1","end1"}};

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Yeah I did that, I have a different question tho. It's in my second post.

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Quote[/b] ]Just add this line in cfg

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ladders[]={{"start","end"},{"start1","end1"}};

this should work but! when I applied it too my cpp I get a CTD when prieviewing from the mission editor.

so I used this as my parent class in cfgvehicles and all was well.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All {};

    class AllVehicles: All {};

    class Land: AllVehicles {};

    class Static : Land {};

    class Building : Static {};

    class NonStrategic : Building {};

    class House: NonStrategic {};

    class Houseammostore2: House{};

thought I would pass this on

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