Delete Attached Odfs via LUA?
Posted: Fri Dec 14, 2007 10:49 pm
I've worked out a system of odfs and code to create a control panel which you can activate with 'E' to lock and unlock the door. It involves two turrets using the dea1_prop_panel's geometry. When the panel is accessed, aside from the lock/ unlock code, the turret is actually deleted from the game, and a new one is spawned at its formed location. Why? The two turrets' odfs differ slightly, one has a green light (For unlocked) and the other a red light ( for locked). The lights are attached odfs:
AttachOdf = "dea1_light_panel_red"
AttachToHardPoint = "hp_light"//this is the odf code.
So whenever a panel is deleted, the light stays behind. So, after 'E'ing the turret 10 times fast, it is surrounded by a massive FPS hitting orange blob.
So, how do I delete an attached object?
What are their names? Does anybody know?
If they can't be accessed directly, I'm open to suggestions for work-arounds.
Thanks for reads/replies.
AttachOdf = "dea1_light_panel_red"
AttachToHardPoint = "hp_light"//this is the odf code.
So whenever a panel is deleted, the light stays behind. So, after 'E'ing the turret 10 times fast, it is surrounded by a massive FPS hitting orange blob.
So, how do I delete an attached object?
What are their names? Does anybody know?
If they can't be accessed directly, I'm open to suggestions for work-arounds.
Thanks for reads/replies.