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Disappearing objects

Posted: Tue Jan 05, 2010 8:21 pm
by jmrg2992
Hello there DXediting team, well i got a few questions here , i' m sure you guyz can help me, well i guess you know what's mission script. so i want to know the codes for disappear objects on the game , for example i got this actor ''AtackHeli'' an is set Binworld=False . so i want to set Binworld=True after i complete a flag or across by a Trigger. or if it doesn't need any script, plz write how.

Re: Disappearing objects

Posted: Wed Jan 06, 2010 3:43 am
by Hassat Hunter
The command you look for is:

p.EnterWorld()

And yes, that has to be done in script (and the "p" can be different depending what your actor is you want to appear/dissapear and what you set for that type in the script).

Re: Disappearing objects

Posted: Thu Jan 07, 2010 1:15 pm
by DDL
for example

Code: Select all

class MyMissionScript extends missionscript;

function timer()
{
    local vehicle v;

    super.timer();


    if(flags.getbool('HeliGoes') && !flags.getbool('HeliGone'))
    {
         foreach allactors(Class'Vehicles',V,'YourHeliTagHere')
             V.EnterWorld();

         flags.SetBool('HeliGone',true); //so we don't get in here more than once;
    }
}
Give your heli the tag of YourHeliTagHere (or, more sensibly, replace that bit with the actual tag of your heli), and then just set the HeliGoes flag using a flagtrigger.

Re: Disappearing objects

Posted: Thu Jan 07, 2010 4:25 pm
by jmrg2992
Oh YEAH IT'S Working thanks mates. Thanks you DXEditing team

Re: Disappearing objects

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Re: Disappearing objects

Posted: Wed Mar 20, 2024 4:16 pm
by RogelioFarias
This problem has been clarified and I also understand how to solve it.