MIKI2288 Posted July 16, 2019 Share Posted July 16, 2019 (edited) I have a door (WRDoorCastleSecret01) It doesn't want to open with a lever. What is the problem? Edited July 16, 2019 by MIKI2288 Link to comment Share on other sites More sharing options...
maxarturo Posted July 16, 2019 Share Posted July 16, 2019 Is not a door, is an ACTIVATOR and it needs a script to make it play its animation. I don't know which animation it uses but try putting on it a vanilla "2StateActivator" script, it might work... otherwise you will need to find which animation it uses to write you own script. I did a quick check on some cells (two to be precise) to see what does triggers or controls it and in both cells it just get disable, so it'll need some digging in on your part. Link to comment Share on other sites More sharing options...
MIKI2288 Posted July 17, 2019 Author Share Posted July 17, 2019 Is not a door, is an ACTIVATOR and it needs a script to make it play its animation.I don't know which animation it uses but try putting on it a vanilla "2StateActivator" script, it might work... otherwise you will need to find which animation it uses to write you own script. I did a quick check on some cells (two to be precise) to see what does triggers or controls it and in both cells it just get disable, so it'll need some digging in on your part. Thanks, but I already used the other door. :happy: And you could not tell the script that the player could not use the door, but it functioned as usual. Link to comment Share on other sites More sharing options...
TobiaszPL Posted July 17, 2019 Share Posted July 17, 2019 1. create activator *not door ACTIVATOR*2. name it "Door" *ingame name*3. in use text write "open"4. put 2 doors in render window a) one door should be on "close state" b) second door should be on "open state" :: by "open" and "close" state i mean position in world - how and where door will stay when open / close ect.5) once you place and rotate doors select cloesd AND open door and change it to XMarker ( CTRL + F )6) put new door to world and give it new script ( move to XMarker ref, open or closed which one you want to be starting position )7) Event OnActivate(){ self.TranslateToRef( XMarker ) }8) DONE :D !... now you can come close to door and open it by pressing E on it :Ddoor will move using TranslateToRef now im not at home but once im back in home ( 30 h xD ) maybe ill make tutorial for you xD lol here you have NOT tested cause im too lazy and im writing on laptop, script :Dit will probably work xD Scriptname QLG_SimpleScript_MoveDoor extends ObjectReference ObjectReference property QStateOpen autoObjectReference property QStateClose auto Sound property OpenSound autoSound property CloseSound auto bool property QuickChange autobool property StartState auto actor property QPlayer auto bool InUse = false Event OnActivate( ObjectReference QRef )if QPlayer != QRef returnendif if InUse; ... int Psound = 0if StartState self.TranslateToRef( ClosedState , 0.32 , ... )Psound.play(CloseSound);elseself.TranslateToRef( OpenState , 0.32 , ... )PSound.play(OpenSound);endif Psound.stopinstance(); EndEvent sry but i dont remember everything and can't test it now xDuse Google to finish my script if you want :D or just wait and ill make video for you how to make script with sounds etc. to move doors :D with scripts you can also play some stuff that im testing right now xDspecial effects like for example dirt, gaz, fluids etc. from scripts xD for example you open very old door and some dirt fall from top of this door :D lel #sry for my bad english :D lel also...i were testing something very very cool in my opinion like 3 state leavers or multi state alchemy lab for example if you use door on edge you can move it slightly if you use door in middle you can kick them so door move rly fastif you use door in... this thing to open door - my english is weak and idk how it is called but then you open door normaly :D i was trying with levers / trees / campfires so now ill try with doors xD just let me back to home :D ! ill be in home tomorrow ( in around 20/30 h ) Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 17, 2019 Share Posted July 17, 2019 I'm posting this for reference, in case someone still needs a script for WRDoorCastleSecret01. Scriptname WRDoorCastleSecret01Script extends ObjectReference auto State Closed Event OnActivate(ObjectReference akActionRef) GotoState("Busy") PlayGamebryoAnimation("Forward", true) Utility.Wait(4.5) ;wait until animation finished GotoState("Open") EndEvent EndState State Open Event OnActivate(ObjectReference akActionRef) GotoState("Busy") PlayGamebryoAnimation("Backward", true) Utility.Wait(4.5) GotoState("Closed") EndEvent EndState State Busy ;do nothing EndState Link to comment Share on other sites More sharing options...
MIKI2288 Posted July 18, 2019 Author Share Posted July 18, 2019 I'm posting this for reference, in case someone still needs a script for WRDoorCastleSecret01. Scriptname WRDoorCastleSecret01Script extends ObjectReference auto State Closed Event OnActivate(ObjectReference akActionRef) GotoState("Busy") PlayGamebryoAnimation("Forward", true) Utility.Wait(4.5) ;wait until animation finished GotoState("Open") EndEvent EndState State Open Event OnActivate(ObjectReference akActionRef) GotoState("Busy") PlayGamebryoAnimation("Backward", true) Utility.Wait(4.5) GotoState("Closed") EndEvent EndState State Busy ;do nothing EndState Oh, my God. It works! Thank you! Link to comment Share on other sites More sharing options...
Recommended Posts