Hi,
until I fix this, you can use this script:
-- LUA Script - precede every function and global member with lowercase name of script + '_main'
doorautolegacy = {}
function doorremote_init(e)
doorautolegacy[e] = 0
end
function doorremote_main(e)
Prompt(e .. " A: "..g_Entity[e]['haskey'])
if g_Entity[e]['haskey']==1 then
CollisionOff(e)
end
if g_PlayerHealth > 0 then
if g_Entity[e]['activated'] == 1 and GetAnimationFrame(e)<GetEntityAnimationFinish(e,0) then
doorautolegacy[e] = 0
SetAnimationFrame(e,doorautolegacy[e])
SetActivated(e,2)
ActivateIfUsed(e)
PlaySound(e,0)
end
if g_Entity[e]['activated'] == 1 then
if GetAnimationFrame(e) == GetEntityAnimationFinish(e,0) then
doorautolegacy[e] = GetEntityAnimationFinish(e,0)
SetAnimationFrame(e,doorautolegacy[e])
SetActivated(e,4)
ActivateIfUsed(e)
PlaySound(e,0)
end
end
end
if g_Entity[e]['activated'] == 2 then
CollisionOff(e)
SetEntityHasKey(e,1)
doorautolegacy[e] = doorautolegacy[e] + 0.5
if GetAnimationFrame(e)>GetEntityAnimationFinish(e,0) then
doorautolegacy[e] = GetEntityAnimationFinish(e,0)
CollisionOff(e)
SetActivated(e,0)
end
SetAnimationFrame(e,doorautolegacy[e])
end
if g_Entity[e]['activated'] == 4 then
doorautolegacy[e] = doorautolegacy[e] - 0.5
CollisionOn(e)
SetEntityHasKey(e,-1)
if GetAnimationFrame(e)<GetEntityAnimationStart(e,0) then
doorautolegacy[e] = GetEntityAnimationStart(e,0)
SetActivated(e,0)
end
SetAnimationFrame(e,doorautolegacy[e])
end
end
It use the haskey field of the door and set it accordingly to the door state. Maybe someone has a cleaner solution, but as a hotfix it works.
SRY
I created a bug:
https://github.com/TheGameCreators/GameGuruRepo/issues/477Ebe Editor Free - Build your own EBE structures with easy and without editing any text files
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