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mobile barrier

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8 years 4 weeks ago - 8 years 4 weeks ago #1 by Polanski
mobile barrier was created by Polanski
Hello everyone! I have almost finished my mission! but I would like to implement a mobile barrier. Has anyone worked on it? I need a functional barrier and activate it by script. Betteryouthanme maybe you know??

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Last edit: 8 years 4 weeks ago by Polanski.

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8 years 4 weeks ago #2 by Polanski
Replied by Polanski on topic mobile barrier
too difficult, I have solved it by another way.

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8 years 3 weeks ago #3 by betteryouthanme
Replied by betteryouthanme on topic mobile barrier
Hi Polanski,

actually you just have to import the model into one of your bin files (actors, scene2) and add the right definition to it.
Then you can controll the barrier in your scripts by e.g.:
Code:
Frame barrier; FRM_FindFrame(barrier, "barrier01"); SetActorState(barrier, 1);
1 should be open and 0 close

You can export a working definition e.g. in co_czech5, look for la_strazbud_.zavora in scene2.bin
Of course the barrier model can be found there too. (la_strazbud_)

So import both into your mission, change position values as you wish, then add a script to the barrier object.

But without adjusting the AI checkpoints, enemies will not recognize the barrier and run through or get stuck.


Two things fill the mind with ever new and increasing wonder and awe - the starry heavens above me and the moral law within me. Immanuel Kant
The following user(s) said Thank You: Polanski

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8 years 2 weeks ago #4 by Polanski
Replied by Polanski on topic mobile barrier
Hey! now I read this! thanks for answering! I'll try, it seems easy. Thanks again!

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8 years 2 weeks ago #5 by Polanski
Replied by Polanski on topic mobile barrier
I've imported the model and definition to scene2.bin but it has no volume... :/

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8 years 2 weeks ago - 8 years 2 weeks ago #6 by Stern
Replied by Stern on topic mobile barrier
Imported with DCED or some HexEditor ?
Why are you using scene2.bin ?
Its large file to handle...
Actors.bin is easy to use for modding.
Are you correcting all sector sizes ?
If not done correctly it can cause the problem of having no definition (object has only visual part in game).
*There is a program that imports Defs and Objects into Actors.bin and makes all size correcting.
https://www.rprclan.com/forum/23-modding/2821-actors-bin-size-correcting#17332
One link works there.

The one who hesitates is lost !
Last edit: 8 years 2 weeks ago by Stern.

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