Home   Help Search Login Register  

Author Topic: Disappear!  (Read 2224 times)

0 Members and 1 Guest are viewing this topic.

LAPD

  • Guest
Disappear!
« on: 14 Sep 2002, 14:02:53 »
Hi :wave:

I'll make it short:

Well, i'm making a mission in Mokra Varta which is in Nogova.
There is a church there, and a tree stuck right next to it which blocks the view of the church.

Is there any way I can make this tree disappear?

Thanks  :)

Black Magic

  • Guest
Re:Disappear!
« Reply #1 on: 14 Sep 2002, 14:07:19 »
There is in fact a way as it is on Nogova - however it's best not to do this as the complications it may have upon your game and others who play the mission are rather unwanted and unecessary.
Why not use Kegety's addon and fabricate your own town customised to however you like by making it on another part of Nogo? Or if you're really handy give WrpEdit a go.

Offline Cplme

  • Former Staff
  • ****
Re:Disappear!
« Reply #2 on: 14 Sep 2002, 14:09:41 »
Hi

I think the only way you can make it dispear is through Wrpedt
and giving it a new name cos of the copyright or you could have it run over by a tank whilst you are moving towards the church from a distance and making usre that you dont see the tank run it over.... its up to you

 :gunman:  :noo:

cplme
 

Master Chief

  • Guest
Re:Disappear!
« Reply #3 on: 14 Sep 2002, 14:57:07 »
Hi,

I had the same problem but it was easily fixed (for me anyway). All I did was put a gamelogic thing as close as I could to it in the editor, gave it a name (e.g. bush1) and put in a script:

_bush = nearestobject [getpos bush1 select 0, getpos bush1 select 1, getpos bush1 select 2];

_bush setdammage 1;

exit;

This should destroy it and flatten it, getting it out of the way.

Hope this helps.

LAPD

  • Guest
Re:Disappear!
« Reply #4 on: 14 Sep 2002, 19:05:28 »
Thanks for replaying so far :)

Well, I tried what Master Chief said and it didn't work.
I wrote:

_bush = nearestobject [getpos bush1 select 0, getpos bush1 select 1, getpos bush1 select 2];

_bush setdammage 1;

exit;


Then I saved it as RemoveTree.sqs. I entered the game, created Game Logic with the name of bush1 and set a trigger which as this "on activation" field:
[] exec "RemoveTree.sqs"

Nothing happend. The tree still there ...

Any suggestions will be welcome  ;)

Thanks :)

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:Disappear!
« Reply #5 on: 15 Sep 2002, 05:05:39 »
You could use the Object ID instead of nearest object...

That would look something like this:

(object 110381) setdammage 1

I think 110381 is your tree... though I might be wrong. Click the show ID's button and zoom the map in to see all the Object ID's. ;)

LAPD

  • Guest
Re:Disappear!
« Reply #6 on: 15 Sep 2002, 16:14:16 »
Thanks Sui.

You were right, it's the right ID of the tree.
The three falled, and the view now is great.  :)
But one more thing, it there a way to actually make it disappear?

I mean, making it invisible ...

Thanks so far  :)
« Last Edit: 15 Sep 2002, 17:43:24 by LAPD »

LAPD

  • Guest
Re:Disappear!
« Reply #7 on: 16 Sep 2002, 21:57:28 »
I really need it ...  :'(

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Disappear!
« Reply #8 on: 16 Sep 2002, 23:54:23 »

There is in fact a way ... however it's best not to do this
as the complications it may have upon your game and
others who play the mission
are rather unwanted and unecessary.


-------------------------------------------

I'd have to stick to what magic up there said, m8  :-\ :) Don't do it  :P


Gameer_77

  • Guest
Re:Disappear!
« Reply #9 on: 17 Sep 2002, 00:23:41 »
I really hope that something is done about this in the patch, to return all the objects back to their positions.

It'd give mission makers greater freedom.  :)

 8)PEACE

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Disappear!
« Reply #10 on: 17 Sep 2002, 00:57:05 »
Indeed it would, _77, but it would take up some loading time I guess  :P
Like, if the game engine must locate & define EVERY dayum ID-num. missing ?!

...and then create a clone of that map.

( I dunno a fook about this but I assume it would slow down the loadup )

Gameer_77

  • Guest
Re:Disappear!
« Reply #11 on: 17 Sep 2002, 10:05:22 »
I could imagine that they could have the co-ords of every building in a file (They may already have it in the Islands. I don't know about WRP) then when the user exits the game then OFP puts everything back into there place.

Yes, it probably would take more time, but still...  :-\

Or, OFP could take note of every Object moved during the game then put it back to normal. It does something like that anyway to setdammage them back to 0.

 8)PEACE
« Last Edit: 17 Sep 2002, 10:06:52 by Gameer_77 »

LAPD

  • Guest
Re:Disappear!
« Reply #12 on: 18 Sep 2002, 14:12:15 »
I thought there might be a command for making it disappear ... well I guess there isn't.

I still didn't understand, what you mean by saying: "however it's best not to do this as the complications it may have upon your game and others who play the mission are rather unwanted and unecessary"?

What will happend to my game?
what will happend to others who play my mission?
Will it slow down the game?

This tree isn't a real pain, since it's a war time a tree falling might be good ... but I still prefer making it disappear.

Thanks again  :)

Gameer_77

  • Guest
Re:Disappear!
« Reply #13 on: 18 Sep 2002, 15:26:17 »
If you try and move an object using the object command then it moves there permanently, well, until you restart OFP. That means if you moved a segment of the bridge on Nogova, then when you go back to the Mission Editor its not there either.

BIS?  :-\

 8)PEACE

LAPD

  • Guest
Re:Disappear!
« Reply #14 on: 19 Sep 2002, 15:28:34 »
Well, then I guess there is no way making it disappear or invisible (maybe in future patch ... I hope).

Thanks everybody  :) (topic still isn't solved  :'( )
« Last Edit: 19 Sep 2002, 15:30:12 by LAPD »