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eggbeast

making a lift to the roof of the international hotel

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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.

assassination.jpg

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...

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