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bfalcon

Gate Animations using existing gates...

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Hi

I know this has been discussed before, but I'm having problems animating the gates on Icebreakr's excellent Isla Duala map. I've managed where the gates are missing, so I know the animation part is working - I think the problem is coming from the "existing gate" part.

This is the code I'm currently using and the gate is the one SW of Nubak and W of Cova (ID 4223):

gate1 = (getpos MidEastGate) nearestObject "Land_bargate1";

gate1 animate ["Bargate",1]

It's refusing to work and I've been fiddling with it for days now but it's not worked once. Anyone able to point out the glaring mistake?

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Place a game logic and write in the init line:

ID4223=position this nearestObject 4223; ID4223 animate ["Bargate",1]

:rolleyes:

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Thanks Buliwyf (Edited since I forgot my manners earlier).

I actually got the ID wrong when posting - it's 3442, but even correcting that, it doesn't seem to want to work.

Since the animation part looks solid, could the error be in the way it's looking for the object? Could the reported and actual ID be different somehow?

Assuming it did, how would you tie in a trigger to the game logic? Grouping?

Pardon my ignorance, I've only ever tried to animate objects I've actually placed myself and this is driving me up the wall.

Edit: OK, this is getting annoying - I just tested it using "setdamage 1.0" instead of the animation and it fell over just fine... so for some reason, it's not animating... :(

Edited by bfalcon
Update

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