ProfTournesol 956 Posted March 14, 2006 Quote[/b] ]SetDammage has no effect on objects placed via a wrp tool. It registers the values you set for dammage, but the building is not physicaly damaged in any way. So it's perfect to use with island objects. I'm afraid you're wrong : "object 10556 setdammage 1" destroys object 10556....which is a wrptool placed object...but it doesn't matter here, your command only sligthly dammages windmills. And nobody attacks windmills, apart from Don Quichotte  @ hamis : if trigger method works, use it,  it won't be such a hard work, you haven't placed hundreds of windmills on your map, have you ? And yes, this is the good script and it works perfectly. Share this post Link to post Share on other sites
UNN 0 Posted March 14, 2006 Quote[/b] ]I'm afraid you're wrong Yeah, can't think how I got that notion of setdammage into my head. I use this method on map objects that aren't visible and have no fire gemoetry so it's never an issue. But yeah, 0.01 is not going to make a big difference in this case. @Hamis There is a script already in the FML_Objects pack: \FML_objects\scripts\windmill.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_T=_this select 0 [_this select 0] exec "\FML_objects\scripts\Windsound.sqs" #Runde ? _T animationPhase "MiG_wind" == 0 or not alive _T :_T animate ["MiG_wind", 1] ? _T animationPhase "MiG_wind" == 1 or not alive _T :_T animate ["MiG_wind", 0] ? not alive _T:exit ~0.1 goto "Runde" If you notice it referes to different animations. Are you creating your own windmill objects, or do you just want to automate the FML ones? Share this post Link to post Share on other sites
hamis 0 Posted March 14, 2006 Well,i want to automate FML ones.I tried your script but nope again.I also removed all addons with scripts,but nope.Just to make sure,does your FML config look like this: class windmill : house { model=\FML_objects\MiG_windmill; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; }; class windmill1 : house { model=\FML_objects\MiG_windmill1; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill1"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class door { type="rotation"; animPeriod=1 selection="door"; axis="osa_door"; angle0=0 angle1=1.600000; }; class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; class UserActions { class OpenDoors { displayName="Open Door"; position="osa_door"; radius=3.500000; condition="this animationPhase ""door"" < 0.5"; statement="this say ""wdooropen"";this animate [""door"", 1]"; }; class CloseDoors { displayName="Close Door"; position="osa_door"; radius=3.500000; condition="this animationPhase ""door"" >= 0.5"; statement="this say ""wdoorclose"";this animate [""door"", 0]"; }; }; }; }; Share this post Link to post Share on other sites