Jump to content
Ghost Recon.net Forums

Recommended Posts

Greetings Modding GooRoos everywhere!

I have but one question>>>

Where in the files do you find the coordinates that mark the doors? {ie. Open Door <x>,<y>}

I would like to script some things to happen when certain doors open, However I am at a loss when it comes to the location parameters. I guess it is like the effects, but I can't find it. I am looking for doors on standard maps, nothing customized.

Any help is appreciated :D

Link to post
Share on other sites

Just to warn you ahead of time - expect some shenanigans with the door opened trigger. Don't know why, it's just a bit flaky as you will soon find. I had more luck using a loop with a conditional continue-if door open statement.

Cheers, Jack :rocky:

Link to post
Share on other sites

I fought long and hard trying to get a script to close these doors if they got opened, using the reset map object responce, to my dismay it wouldn't work. I must have rescripted that block twenty different ways. Then after much struggle and aggrevation, I refered to the good old IGOR pdf, and right before my eyes, the reset map object responce only works for the targets in the traing map. Bleh. :rolleyes::wacko:

Edited by X69RZX
Link to post
Share on other sites
  • 7 months later...

I hate bringing old posts back to life, but this time I'm wondering if maybe there is a better way to do what I'm attempting to do.

Here is the situation: *(The Alpha Squad's Stealth Recon missions have me trying different 'stealth-imperative' missions. - Thanks Guys!)

The mission (map=airfield, original missions) requires a security system to be shut down prior to opening any doors to the tower or the office building. In the event that a player opens a door prior to shutting the sec. sys. down, an alarm is heard and a message is displayed.

*example: (example shows script for 1 of six doors)

Group: <Default>

Comment:

SS check Tower SW door

Trigger Event:

"223_<n><door>metaldoor22" has opened.

Responses:

Allow this block to be reactivated.

Continue executing responses if (The state of Security system flag).

Display "Security System FIRST" to all players.

Play "L_alarm.wav" at volume 1.

Allow this block to be reactivated.

=> Question is: Is there a different way, that is more reliable, and doesn't involve proximity triggers (need the state of the door to be involved somehow).

Jack, you are SO correct in saying that "Xdoor has opened" for a trigger is very hit-or-miss and works only sometimes when tested. What do you mean by "use a loop with a continual continueif statement"? Do you mean a 'time elapsed' ? I haven't tried using the 'loop' scripts phrase, as I don't know what it means yet...still searching and reading on that.

P.S. (The Sec. Sys. flag state is True at start up. Obj. 1 is disabling the Sec. Sys. and that changes the Sec. Sys. flag state to 'inverse of true')

I've searched and searched this Mission Mods folder for answers and get only "You'll have shenanigans from door open/close triggers."

Any new ideas?

Thanks in advance.

Edited by Glaeken
Link to post
Share on other sites

To date (12 months now) I have never seen the door open block in SSL1 Farm Infiltration fail. It never did during my 50-60 betatests either.

It is scripted this way:

Group: DoorExplosionBlocks

Comment:

   DB_FX_doorX

Trigger Event:

   "21_<n><door>frontdoor01" has opened.

Responses:

   Disable the BoobyFindGroup script blocks.

   Disable the PossibleToDisarm script blocks.

   Cancel timer_disabled!.

   Activate Door_x.

   Activate Door_damage.

   Display "A door boobytrap was triggered!" to all players.

   Disable the DoorExplosionBlocks script blocks.

I guess Jack means a loop like in:

Trigger:

1 second elapsed

Responses:

blockpreserve

continueif "21_<n><door>frontdoor01" has opened.

Boom!

:rocky:

Also; great that our missions inspired you.

Keep it up.

Link to post
Share on other sites

Chavez,

It's good to know that your's has worked for so long. Must be something I'm doing to make it erratic.

The SR2003 missions are superb.

I didn't play in the SR2003 tourney, but I played the missions in sp. Glad I didn't play in the actual tourney as my scores were - sub-standard. ;)

I noticed in your quoted script you have the 'door opened' trigger in it's own group (DoorExplosionBlocks). Is that Group enabled at start up? Or is it enabled somewhere else in the script?

Should I have my 'door opened' trigger in it's own group? Does this, perhaps, affect it's erratic behavior?

I'll try that and reply with results. (Enabling the group at start up, of course)

:offtopic: P.S. Chavez, Out of curiousity - Who(group/band) is playing, in the background, during the "Music/Radio Traffic" that one hears on Alpha's SR2004 home page? Is it "Enigma"? If so, which tune?

Link to post
Share on other sites

Hehe, it's been 6 months or more since that post of mine above. In the interim I have done a bit of testing on this issue. Here's the drop:

If you use the DoorOpened trigger in the Default group it (usually) won't work until Quick Load has been used. Go figure :wacko:

If you use the DoorOpened trigger in a custom group it will work perfectly, which explains why Chavez has never had trouble with it.

Just goes to show there's always something more to learn in Igor :thumbsup:

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...