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Author Topic: Sitting On A Chair  (Read 766 times)

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A5hley

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Sitting On A Chair
« on: 01 Sep 2002, 13:55:22 »
OK i got a unit to sit as if he was on a chair but he wont actually set on the chair its self, also i cant him to stay still as he keeps spinning around how can i stop thisfrom happening i got the unit SetBehaviour safe and Effectstand but he wont stop moving. Anyone Help?

Offline KTottE

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Re:Sitting On A Chair
« Reply #1 on: 01 Sep 2002, 14:01:14 »
"Effectstand"

What has that got to do with sitting on a chair?

Anyway, to stop him from spinning or looking around, use this:

this DisableAI "move"
and
this DisableAI "autotarget"

"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

DeusRich

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Re:Sitting On A Chair
« Reply #2 on: 01 Sep 2002, 17:19:37 »
okay damn, pressed reset form by accident, damn, damn, damn, damn, damn, damn, damn, DAMN!

anyhoo... your problem. Yes, first make sure you have a chair_x instead of a chair, you probably wont see it anyway as he'll be sitting on it. Next, make sure you have a trigger:

condition:true
on act:mantositdown switchmove "effectstandsitdown"

then, to make sure when he is dead that he becomes dead - as in, he dowsnt stay in his pose, make a trigger:

condition: NOT alive mantositdown
on act:mantositdown playmove "cargodying"

there. A bit cut down and without the inane chatter, as I pressed reset by accident  >:(. Anyway, this should all work like a dime  ;D

A5hley

  • Guest
Re:Sitting On A Chair
« Reply #3 on: 01 Sep 2002, 21:09:20 »
Cheers m8's i got that to work and its great now i have one last problem, Ive created a script and even though i want it to end itself, i want it to end if a certian unit reaches a area. How can can i end the script, without completeing using a East Present trigger. I have #End at the bottem of the script i know i need that, ut thats about it. I also tried using the goto command in the editor but its an unknown. Does anyone know this problem

DeusRich

  • Guest
Re:Sitting On A Chair
« Reply #4 on: 01 Sep 2002, 22:15:10 »
okay
a bit confusing, but you want the script to end when someone enters an area? then you have to make a trigger that will detect when he is in the area, so, you would have:

cond:aP in thislist
on act:inarea = true

and make sure in somebodies init field you have inarea = false

then, in the script, you have:

@inarea

and it wont go pat that until inarea is true
which happens when aP (your unit) is in the parameters (thislist) specified by your trigger (ie: 50 x 50 default)

1 more thing - make sure, to exit (and close) your script that you have exit rather than #end, as that is only a marker in your script, which you can jump to by using goto: "end"
but otherwise will not exit the script on its own
mite not work, but it should, dont bother passing it to the script because you can leave it global like that
« Last Edit: 01 Sep 2002, 22:17:57 by DeusRich »

A5hley

  • Guest
Re:Sitting On A Chair
« Reply #5 on: 03 Sep 2002, 00:57:05 »
thx mate works like a charm

Offline LCD

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Re:Sitting On A Chair
« Reply #6 on: 03 Sep 2002, 01:04:30 »
so "solve da topic  ;)

LCD OUT
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Offline GomerPyle

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  • OFPEC rocks.....
Re:Sitting On A Chair
« Reply #7 on: 25 Feb 2003, 22:32:09 »
I tried this sit on chair. Using Chair x and the stuff you guys talked about here. But he sits on the floor and not the chair.... :(

Knut Erik

  • Guest
Re:Sitting On A Chair
« Reply #8 on: 26 Feb 2003, 18:10:35 »
Trie this...

unitname playmove/switchmove "onchair"
This will make the unit pretend to sit on a chair, and not on the floor.

Hope this helps  ;D

Offline Tomb

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Re:Sitting On A Chair
« Reply #9 on: 27 Feb 2003, 15:48:06 »
okay d**n, pressed reset form by accident, d**n, d**n, d**n, d**n, d**n, d**n, d**n, d**n!



ROFLMAO  ;D ;D ;D ;D I've tried that one a coupl'a times  ::) ;D


 :o Anyho' - in addition to the topic:

Has the OFP 1.75+ stuff made it impossible to use chairs  ??? and is it 'coz of the improved collision detection?