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DeadalusHD

AI open & Close Gate?!

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It shouldn't be difficult, but different gates have different names.

What's the map and location, user created maps could be more difficult.

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You can use

gate animate ["dvere1", 0];

to open a door and

gate animate ["dvere1", 1];

closes it again. You may have to do a little bit of trial and error there with the exact name (dvere,dvere1,dvere2,...,etc.) or when the gate is part of a custom addon have a look inside the model.cfg for the animation name used. For hanger doors (slide doors) use

vrata

as animation name. This does not make the AI open the door though, you could use a trigger and a waypoint to make the AI go to the gate and then execute the animate statement on it.

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The command you want is http://community.bistudio.com/wiki/animate example at the bottom of page.

eg: for the barbed wire gate class: "Land_BarGate2"

If you put a trigger around the gate with the following:

Blufor | repeatedly | present

Condition:

player in thislist

good to have a condition as it stops AI opening and closing it.

on Act:

gateName animate ["Door01", 1]; soldierName playmove "AmovPercMstpSlowWrflDnon_SaluteIn";

gate opens and gate guard salutes

on Dea:

gateName animate ["Door01", 0];

gate closes

To find the animation class for a particular gate you need to look at it's config entry:

http://browser.six-projects.net/cfg_vehicles/Land_BarGate2/config?version=63

For most gates in walls (vanilla game) the animation class is "DoorR" - I think the map you are referring to is Lingor - not sure what it is for that?

Edited by Mattar_Tharkari

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Wow Thanks at all!

E://

Model is Cinderwall, Gate

is there a specific animation?

Edited by DeadalusHD

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