Jump to content

[LE] How to make the door open?


Recommended Posts

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

 

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

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 :D

door 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 :D

it will probably work xD

 

Scriptname QLG_SimpleScript_MoveDoor extends ObjectReference

 

ObjectReference property QStateOpen auto

ObjectReference property QStateClose auto

 

Sound property OpenSound auto

Sound property CloseSound auto

 

bool property QuickChange auto

bool property StartState auto

 

actor property QPlayer auto

 

bool InUse = false

 

Event OnActivate( ObjectReference QRef )

if QPlayer != QRef

return

endif

 

 

if InUse

; ...

 

int Psound = 0

if StartState

self.TranslateToRef( ClosedState , 0.32 , ... )

Psound.play(CloseSound);

else

self.TranslateToRef( OpenState , 0.32 , ... )

PSound.play(OpenSound);

endif

 

Psound.stopinstance();

 

EndEvent

 

sry but i dont remember everything and can't test it now xD

use 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 xD

special 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 fast

if 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

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

 

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...