Headless
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RE: i need some help/ explaination
Okay I tested it. door B is locked and it unlocks itself when i interact with door A. However it doesnt swing or make sound yet?
How high should prob force be ?
(This post was last modified: 12-24-2014, 02:59 PM by Headless .)
12-24-2014, 02:58 PM
PutraenusAlivius
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RE: i need some help/ explaination
(12-24-2014, 02:58 PM) Headless Wrote: How high should prob force be ?
A bit high. It must be between ~100 (weak) to ~10000 (strong)
"Veni, vidi, vici."
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12-24-2014, 03:24 PM
Headless
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RE: i need some help/ explaination
It doesnt work it refuses to SWING open but i can open it manually
(This post was last modified: 12-24-2014, 05:05 PM by Headless .)
12-24-2014, 04:46 PM
Headless
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RE: i need some help/ explaination
It just unlcocks without anything else no sound or slam
12-24-2014, 11:43 PM
L00T3R123
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RE: i need some help/ explaination
shouldnt the door be closed if the door is lock. how would the door slam shut if the door is locked and not opened
12-25-2014, 04:29 AM
PutraenusAlivius
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RE: i need some help/ explaination
The door is unlocked. I should probably add a little timer then. One minute.
EDIT:
No wonder. Your force is -1. It isn't enough. Won't even make anything.
Use this one below if the door is on the X axis.
Spoiler below!
void OnStart () { AddUseItemCallback ( "Player" , "DoorLocked" , "DoorOpenSlamming" , "DOORopen" , true ); AddUseItemCallback ( "" , "DoorLocked" , "SlammingSound" , "DOORopenSOUND" , true ); AddUseItemCallback ( "" , "Key" , "Door" , "UseKeyOnDoor" , true ); SetLocalVarInt ( "DoorVar" , 0 ); SetSwingDoorLocked ( "Door_A" , true , true ); SetSwingDoorLocked ( "Door_B" , true , true ); SetEntityPlayerInteractCallback ( "Door_A" , "Slam_Door_B" , false ); } void UseKeyOnDoor ( string & in asItem , string & in asEntity ) { SetSwingDoorLocked ( asEntity , false , true ); RemoveItem ( asItem ); } void Slam_Door_B ( string & in asEntity ) { AddLocalVarInt ( "DoorVar" , 1 ); DoorCheck (); } void DoorCheck () { if( GetLocalVarInt ( "DoorVar" ) == 10 ) //Indicates you have to interact with it ten(10) times { AddTimer ( "Slam" , 2.75f , "Slam" ); } } void Slam ( string & in asTimer ) { SetSwingDoorLocked ( "Door_B" , false , false ); AddPropForce ( "Door_B" , 5000 , 0 , 0 , "World" ); }
Use this one below if the door is on the Z-axis.
Spoiler below!
void OnStart () { AddUseItemCallback ( "Player" , "DoorLocked" , "DoorOpenSlamming" , "DOORopen" , true ); AddUseItemCallback ( "" , "DoorLocked" , "SlammingSound" , "DOORopenSOUND" , true ); AddUseItemCallback ( "" , "Key" , "Door" , "UseKeyOnDoor" , true ); SetLocalVarInt ( "DoorVar" , 0 ); SetSwingDoorLocked ( "Door_A" , true , true ); SetSwingDoorLocked ( "Door_B" , true , true ); SetEntityPlayerInteractCallback ( "Door_A" , "Slam_Door_B" , false ); } void UseKeyOnDoor ( string & in asItem , string & in asEntity ) { SetSwingDoorLocked ( asEntity , false , true ); RemoveItem ( asItem ); } void Slam_Door_B ( string & in asEntity ) { AddLocalVarInt ( "DoorVar" , 1 ); DoorCheck (); } void DoorCheck () { if( GetLocalVarInt ( "DoorVar" ) == 10 ) //Indicates you have to interact with it ten(10) times { AddTimer ( "Slam" , 2.75f , "Slam" ); } } void Slam ( string & in asTimer ) { SetSwingDoorLocked ( "Door_B" , false , false ); AddPropForce ( "Door_B" , 0 , 0 , 5000 , "World" ); }
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12-25-2014, 06:38 AM
Headless
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RE: i need some help/ explaination
No still not working :/
12-25-2014, 12:26 PM
Headless
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RE: i need some help/ explaination
Bleu arrow is Z axis. so did the Z axis script you wrote me but it behaves still the same
12-25-2014, 01:43 PM
PutraenusAlivius
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RE: i need some help/ explaination
(12-25-2014, 01:43 PM) Headless Wrote: Bleu arrow is Z axis. so did the Z axis script you wrote me but it behaves still the same
It just unlocks? Weird. Did you name it accordingly? Like change Door_A to the door in your map and stuff?
Spoiler below!
void OnStart () { AddUseItemCallback ( "Player" , "DoorLocked" , "DoorOpenSlamming" , "DOORopen" , true ); AddUseItemCallback ( "" , "DoorLocked" , "SlammingSound" , "DOORopenSOUND" , true ); AddUseItemCallback ( "" , "Key" , "Door" , "UseKeyOnDoor" , true ); SetLocalVarInt ( "DoorVar" , 0 ); SetSwingDoorLocked ( "Door_A" , true , true ); SetSwingDoorLocked ( "Door_B" , true , true ); SetEntityPlayerInteractCallback ( "Door_A" , "Slam_Door_B" , false ); } void UseKeyOnDoor ( string & in asItem , string & in asEntity ) { SetSwingDoorLocked ( asEntity , false , true ); RemoveItem ( asItem ); } void Slam_Door_B ( string & in asEntity ) { AddLocalVarInt ( "DoorVar" , 1 ); DoorCheck (); } void DoorCheck () { if( GetLocalVarInt ( "DoorVar" ) == 10 ) //Indicates you have to interact with it ten(10) times { AddTimer ( "Slam" , 2.75f , "Slam" ); } } void Slam ( string & in asTimer ) { SetSwingDoorLocked ( "Door_B" , false , true ); AddTimer ( "Ad" , 0.35f , "AddForce" ); } void AddForce ( string & in asTimer ) { AddPropForce ( "Door_B" , 0 , 0 , 5000 , "World" ); AddPropImpulse ( "Door_B" , 0 , 0 , 6 , "World" ); }
"Veni, vidi, vici."
"I came, I saw, I conquered."
12-26-2014, 04:12 AM
Romulator
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RE: i need some help/ explaination
Maybe you need SetSwingDoorClosed(); ?
Also, are you using Swing Doors or Level Doors? Level Doors will not swing open.
Discord: Romulator#0001
12-26-2014, 05:35 AM