James Adams   3 Posted July 2, 2020 3 minutes ago, gc8 said:  well can't really help you then. I prefer simpler scripts like the one I posted 🙂  I thank you for the help, what does doorIndex in your script do btw? Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 1 minute ago, James Adams said: I thank you for the help, what does doorIndex in your script do btw? or is it just the variable that represents the door ? Share this post Link to post Share on other sites
gc8 Â Â 977 Posted July 2, 2020 Just now, James Adams said: or is it just the variable that represents the door ? Â it means which # door it is. the door selections are defined in the house like so: "door_1", "door_2", "door_3" etc Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 oh right ok, yeah im trying to make it universal for any door, so when addAction triggered open the cursorObject (door in this case), nevertheless thank you very much for the help, I learned a few things! James Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 One more question, :D, what does door_%1_rot mean Share this post Link to post Share on other sites
gc8   977 Posted July 2, 2020 11 minutes ago, James Adams said: One more question, :D, what does door_%1_rot mean  that's the animation name which determines if the door is closed or open  _bldg animate [format["door_%1_rot",_doorIndex], 1]; // Open  Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 @gc8 I have made this thus far and I am getting the error of missing ; https://pastebin.com/L6hPTzmk any clue ? Share this post Link to post Share on other sites
gc8   977 Posted July 2, 2020 11 minutes ago, James Adams said: @gc8 I have made this thus far and I am getting the error of missing ; https://pastebin.com/L6hPTzmk any clue ?  there's then missing from if (_checkLock == 1) {  also I don't know how private _door = param [1, cursorObject]; is going to work... Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 @gc8Ok I got it to work so it calls the hint that the door is unlocked, I will set lock the doors in my radius now and see if it is actually working and I will update here. Share this post Link to post Share on other sites
gc8   977 Posted July 2, 2020 Good luck with the script. I have to go for today. If you have difficulties with the script looking into some scripting tutorials might be a good idea. 🙂   Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 Just now, gc8 said: Good luck with the script. I have to go for today. If you have difficulties with the script looking into some scripting tutorials might be a good idea. 🙂   Alright, thank you for the help, have a good day. Share this post Link to post Share on other sites
James Adams   3 Posted July 2, 2020 @gc8Sorry to bother you again, but would it be easier to add the script call in the init of every house I choose? And how would I go about doing that for one house and every door of that house? Share this post Link to post Share on other sites
gc8   977 Posted July 3, 2020 12 hours ago, James Adams said: @gc8Sorry to bother you again, but would it be easier to add the script call in the init of every house I choose? And how would I go about doing that for one house and every door of that house?  You can get just one building nearest to the position you choose like this:  _bldg = nearestBuilding (getpos player);  using player as the position there  you can't put code in the init field of buildings that belong to the map  Share this post Link to post Share on other sites