bennie1983nl 0 Posted November 9, 2008 Hi to all! I am working on a Jurassic Park mission. And it got as empty objects alot of fences and gates. can the AI open a gate? André de Jong i found this in a config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class JP_cardoor { units[] = {JP_cardoor,JP_fench}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class JP_fench: TargetGrenade { model="\JP_cardoor\JP_fench"; armor=20000; scope=2; vehicleClass="Jurassic Park"; displayName="Perimiter Fence"; }; class JP_cardoor: TargetGrenade { model="\JP_cardoor\JP_cardoor"; armor=20000; scope=2; icon="\JP_cardoor\fench1.paa"; vehicleClass="Jurassic Park"; displayName="Perimiter Fence"; animated=1 class Animations { class door1 { type="rotation"; animPeriod=3 selection="door1"; axis="a_door1"; angle0=0 angle1=1.60000; }; class door2 { type="rotation"; animPeriod=3 selection="door2"; axis="a_door2"; angle0=0 angle1=-1.60000; }; class door3 { type="rotation"; animPeriod=3 selection="door3"; axis="a_door3"; angle0=0 angle1=-1.60000; }; class door4 { type="rotation"; animPeriod=3 selection="door4"; axis="a_door4"; angle0=0 angle1=1.60000; }; }; class UserActions { class OpenDoors { displayName="Open Doors"; position="mitte"; radius=20.500000; condition="((this animationPhase ""door1"") <= 0.5) && ((this animationPhase ""door2"") <= 0.5) && ((this animationPhase ""door3"") <= 0.5) && ((this animationPhase ""door4"") <= 0.5)"; statement="this animate [""door1"", 1]; this animate [""door2"", 1]; this animate [""door3"", 1]; this animate [""door4"", 1]"; }; class CloseDoors { displayName="Close Door"; position="mitte"; radius=20.500000; condition="((this animationPhase ""door1"") >= 0.5) && ((this animationPhase ""door2"") >= 0.5) && ((this animationPhase ""door3"") >= 0.5) && ((this animationPhase ""door4"") >= 0.5)"; statement="this animate [""door1"", 0]; this animate [""door2"", 0]; this animate [""door3"", 0]; this animate [""door4"", 0]"; }; }; } } Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 10, 2008 Hi, look here in the config : Quote[/b] ]this animate [""door1"", 1]; this animate [""door2"", 1]; this animate [""door3"", 1]; this animate [""door4"", 1] "this" is the object, the "JP_cardoor". So, you can set a trigger near the door, activable by the AI (west or east present for example), that will open the door. If the door is an object that you've place on the map, name it whatever you like (mydoor for example), and write this in the on activation line of the trigger : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mydoor animate ["door1", 1]; mydoor animate ["door2", 1]; mydoor animate ["door3", 1]; mydoor animate ["door4", 1] If it is an object of the map, then you must get the object id in the mission editor ("show id"), then replace "mydoor" by "object 125255" (if '125255' is the id of the object). Regards, ProfT Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 11, 2008 THX ProfT   above is for the Fence and cargate fence! below is the BIG cargate with JP logo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">useful commands: opening closing with script: doorname animate ["Dvere1", 1]  //opens the door doorname animate ["Dvere2", 0]  //closes the door Dvere1 is door on the left side Dvere2 is the door on the right side  Share this post Link to post Share on other sites