-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");
end
function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");
-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)
end[/code]
Though there are a lot of things in there you can rename aaccording to your map.
Re: Animation and turrets problem
Posted: Sat Oct 06, 2012 9:57 am
by Grievous
no I did not put the lines that you say, because I have not seen in the tutorial there was something to put on.
where and in which file should I put the lines you say ?
Re: Animation and turrets problem
Posted: Sat Oct 06, 2012 10:57 am
by Cleb
Oh yeah I forgot, those lines go in your map's lua. The planning and animations are done in ze. I believe "gatepanel" is that thing you have to kill for the door to go down.
Re: Animation and turrets problem
Posted: Sat Oct 06, 2012 12:37 pm
by Grievous
Thank you, the door works perfectly.
If I do another animation, should I do the same thing as for the door ?
Otherwise, I still haven't resolved my turret's problem.
Re: Animation and turrets problem
Posted: Mon Oct 08, 2012 4:14 pm
by Cleb
Yes, if you want to do another animation of a kashyyyk door exactly the same, do the same thing, but make sure you change the values to fit the new door. For the turrets, make sure you have linked turrets (look at a space map lua, if you don't have a space map to look at, I believe there is an example one that came with the modtools, but if there isn't, just make a new space map with both eras and name it 'Space'. Now you have a generic space map, don't modify it, just use it for reference and maybe copy/pasting space assets to another map.
Re: Animation and turrets problem
Posted: Tue Oct 09, 2012 1:05 pm
by Grievous
I have linked the turrets in zeroeditor, but I don't know what I have to put in lua file. I watched in lua file of the space map, but I don't see the part for the turrets.
Re: Animation and turrets problem
Posted: Tue Oct 09, 2012 1:51 pm
by Bob
There is nothing to put in the LUAs for a turret. Just place it in ZE.
If you are using the remote chairs from space assault you have to link them to the turret you want to be controlled with it, also in ZE.
Re: Animation and turrets problem
Posted: Tue Oct 09, 2012 2:15 pm
by Locutus
Mhhh, if i remember correctly you need to set a memory pool for them.
SetMemoryPoolSize("EntityRemoteTerminal", NUMBER)
(Number represents the number of terminals placed in ZE)
Re: Animation and turrets problem
Posted: Thu Oct 11, 2012 9:30 am
by Grievous
it's good, the turrets of the ship works for the republic, but not for the cis. There is a need to set for each faction ?
I also wanted to know can you control a tur_bldg_chaingun_roof with a chair as turrets? if so how ?