LoneRaptor Posted November 18, 2016 Share Posted November 18, 2016 Is there anything else you need that script on the door itself for, outherwise it might be best to remove it form the door in your cell (not the base object)The only other thing I can think of whitch you probably have already done but just in case, have you setup your ini files for modding specificly thesResourceDataDirsFinal=and bInvalidateOlderFiles=1 Link to comment Share on other sites More sharing options...
falloutfan11 Posted November 18, 2016 Author Share Posted November 18, 2016 should i replace it with another script or leave it blank? Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 18, 2016 Share Posted November 18, 2016 you should be able to just leave it blank. Link to comment Share on other sites More sharing options...
falloutfan11 Posted November 18, 2016 Author Share Posted November 18, 2016 so i tried to leave it blank but that didn't seem to work so i re added it:P, i wonder if i can link it to a button and if i can activate the button from terminal because it works fine with buttons?! and thank you for helping, ive been at this for last 2 days lol Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 18, 2016 Share Posted November 18, 2016 (edited) The terminal script should work. What is the editor ID for the door you're trying to use.Edit: I just ran a quick test on a standard wooden door(ID: BldWoodPDoor02) using a terminal(holotape) and it works for me so mybe the door you're using behaves differently. Edited November 18, 2016 by LoneRaptor Link to comment Share on other sites More sharing options...
falloutfan11 Posted November 18, 2016 Author Share Posted November 18, 2016 BLDGMetalGarageDoor i have it as BLDGMetalGarageDoorComAUBFO42b Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 18, 2016 Share Posted November 18, 2016 For me even that door works using the terminal. If you want I can send you my test esp and scripts. Link to comment Share on other sites More sharing options...
falloutfan11 Posted November 18, 2016 Author Share Posted November 18, 2016 so what did you do step by step if you don't mind? Link to comment Share on other sites More sharing options...
falloutfan11 Posted November 18, 2016 Author Share Posted November 18, 2016 are you literaly just puting ArmoryDoor.SetOpen() and that's it and its working? (ArmoryDoor) is my name for the property Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 18, 2016 Share Posted November 18, 2016 (edited) In essense yesThe Fragment I used for the terminal is this: If IsOpen.GetValueInt() == 0 DoorToOpen.SetOpen() IsOpen.SetValue(1) ElseIf IsOpen.GetValueInt() == 1 DoorToOpen.SetOpen(False) IsOpen.SetValue(0) EndIfI made a terminal, added a menu item Open/Close, added two properties to the script one for the door (ObjectReference) and one for a global variable that acts as a toggle in a slight variation on the script I posted earlier. Then I made that globalvariable (default 0) and filled the properties for both the door and the globalvariable. Then I made a holotape to use the terminal and tested it in game.Here is the test esp i made and source scripts the doors are in LRTestCell and the holotape is called TestTape. Edited November 18, 2016 by LoneRaptor Link to comment Share on other sites More sharing options...
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