I wondered why the barrier doesn’t work. It has no collision and no white frame around it, so there must be a definition problem. I could not add another definition to your actors.bin so I took an unchanged actors.bin from Normandy4_mp_zone and imported the definitions zavora1.Cylinder01 (race camera) and klika (ID13 doesn’t exist) from Czech1 with DCED. Then I added the models for them and had a barrier and switch with own collision.
I also added the 2 soldiers near the barrier from TEST. Changed the script for the officer a bit and now he opens the barrier. Just for testing, bots in occupation can crash the game when got killed. The switch doesn’t work but maybe it’s not needed, barrier should just stay open after being lifted. To try it copy your TEST script directory and rename it to Normandy4_mp_zone and start occupation game. Into the missions directory Normandy4_mp_zone you need to copy items.dat check2.bin and mpscripts.dta to make it work. Copy the attached actors.bin to that missions directory (backup if already existing). Offer the documents (id 239) in the occupation maplist.
I guess you can add some signal to the officer script and let the soldier lift the barrier, the right animation (not winding, just pressing down the counterweight) should be in the Africa5 cutscene script. Better position for him would be behind the barrier I guess, not walking through the barrier-line.
There’s also the model la_zavora01 from which you can take the supports under the barrier (podpera). You can experiment a bit with the sectors of the models to make it look like in Africa5 where there is a simple turnpike.
The important scripts from Czech1 are vechtr, zavora and zavora klika.scr to find out about the barrier.
About the car: with the right definition it sounds better. Why not ride with Salter and use the car later when she is “in safety” near the civilian. You could also set the fuel to 0 after she’s arrived to prevent players from using it.
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