eggbeast 3685 Posted January 16, 2010 I just made a mission where you go up the lift ofthe international hotel and snipe an enemy general and his whore... it's a side mission i added to evolution, but the script could be used by anyone wanting to make a useable roof. To get the locations of the markers and triggers for your building, use the pos script here: http://forums.bistudio.com/showthread.php?t=93833 and for the int. hotel lift do this: SCRIPTS script for lift down hoteld.sqs _dir = random 359 player SetPosASL [6854.09,2506.21,6.754] exit script for lift up _dir = random 359 player SetPosASL [6850.48,2505.6,46.031] exit MISSION FILE vehicles class Item177 { position[]={6859.2,45.8629,2500.05}; azimut=300; id=243; side="EMPTY"; vehicle="MASH"; skill=0.60000002; //init veh respawn init="this setPosASL [position this select 0, position this select 1, 45.8629];veh = [this, 60] execVM ""vehicle.sqf"""; text="hotelmash"; }; (useful to have a mash upo there to heal when youre sniping) class Item205 { id=271; position[]={6854.09,0.00143,2506.21}; azimut=140; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; text="inthotel_base"; }; base of lift class Item206 { position[]={6850.48,46.03,2505.6}; azimut=255; id=272; side="EMPTY"; vehicle="USSpecialWeaponsBox"; skill=0.60000002; init="this setPosASL [position this select 0, position this select 1, 46.03]"; text="inthotel_roof"; }; ammo crate with sniper rifles on roof MARKERS class Item102 { position[]={6854.09,0,2506.21}; name="inthotel"; text="International Hotel"; type="mil_dot"; }; marker - useful for mission scripting SENSORS class Item59 { position[]={6000,0,6000}; a=0; b=0; repeating=1; age="UNKNOWN"; text=""; expCond="Player distance inthotel_base < 5 "; expActiv="ID_Beamu = Player addAction [""~Lift up"",""data\scripts\hotelu.sqs""]"; expDesactiv="Player removeAction ID_Beamu"; class Effects { }; }; class Item60 { position[]={6000,0,6000}; a=0; b=0; repeating=1; age="UNKNOWN"; text=""; expCond="Player distance inthotel_roof < 7 "; expActiv="ID_Beamv = Player addAction [""~Lift down"",""data\scripts\hoteld.sqs""]"; expDesactiv="Player removeAction ID_Beamv"; class Effects { }; }; sensors to trigger lift up and down actions I've built it into evolution but there's no reason why this kind of script can't be adapted for use all over the map for interesting rooftops... Share this post Link to post Share on other sites