Scripts / [SOLVED] HARRY WEVER TRAP DOOR

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nazco
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Posted: 8th Feb 2020 18:27
HI:
First merry christmas to all. wishing you had a verry
wonderfull day with your family
this is for harry wever or any that can help
thanks harry for all your free models i downloaded the one that fit my needs
with your trap door i followed your instruction
made a small hole, put the trap plate and then the trap door.
i walk througth it and nothing happens
i made a biger hole but the same thing
i change the door auto that came with it to the door auto from the
script file and nothing happened
what i am doing wrong?
have try diferent aprouches but nothing happens
waiting your repply at your earlies conveinance
NAZCO

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AmenMoses
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Posted: 8th Feb 2020 18:54
Have you made the entities active? (i.e. when you hover over them with the mouse do they highlight green?)
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nazco
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Posted: 8th Feb 2020 20:20 Edited at: 8th Feb 2020 20:22
HI:
yes.. i can rigth click and go to properties
and read what it says
when i hover over it it changes orange
nazco
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AmenMoses
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Posted: 8th Feb 2020 20:33
So in properties set static=no, that will make the entity active and hovering over it will show green

To execute an attached script an entity must be active.
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nazco
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Posted: 8th Feb 2020 20:59
hi:
this is what i get when i went to properties
and put the static=no
then i canot have the trap door usefull
if i have it in yes the trap is in place
nazco
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AmenMoses
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Posted: 8th Feb 2020 21:01
Which bit has the script attached?
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nazco
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Posted: 8th Feb 2020 21:01
hi
this is what i get
nazco

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nazco
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Posted: 8th Feb 2020 21:03
hi
the trap plate
the trap door doesnot have it
nazco
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AmenMoses
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Posted: 8th Feb 2020 21:17
Try issimobile=yes.
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AmenMoses
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Posted: 8th Feb 2020 21:18
Without seeing the script I wouldn't be able to help more than that.
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nazco
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Posted: 8th Feb 2020 22:02
hi:
trap
islmovile= yes
always active=yes
ai system ==default lua

trap door
always active=yes
islmovile-yes


ai system:
script for trap door
-- Created by: Terry Ingalls aka: Tingalls 7/26/2014

-- Opens door automatically and closes it when player is away from door

local open = {}

function doorauto_init(e)
open[e] = 0
end



function doorauto_main(e)
if GetPlayerDistance(e) < 150 then

if open[e] == 0 then

-- door is closed
StartTimer(e);

if g_Entity[e]['animating'] == 0 then

SetAnimation(0);
SetAnimationSpeed(e,100);

PlayAnimation(e);

open[e] = 1

g_Entity[e]['animating'] = 1;

PlaySound(e,0);

end

else

if open[e] == 1 then

-- door collision off after 1 second

if GetTimer(e)>20 then

CollisionOff(e);

end

end

end


elseif GetPlayerDistance(e) > 150 then

--door is open
if open[e] == 1 then

if g_Entity[e]['animating'] == 0 then

SetAnimation(1);

PlayAnimation(e);

PlaySound(e,1);

g_Entity[e]['animating'] = 1;

open[e] = 0;

CollisionOn(e);

end

end

end

end


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nazco
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Posted: 8th Feb 2020 22:38
hi:
trap
islmovile= yes
always active=yes
ai system ==default lua

trap door
always active=yes
islmovile-yes


ai system:
script for trap door
-- Created by: Terry Ingalls aka: Tingalls 7/26/2014

-- Opens door automatically and closes it when player is away from door

local open = {}

function doorauto_init(e)
open[e] = 0
end



function doorauto_main(e)
if GetPlayerDistance(e) < 150 then

if open[e] == 0 then

-- door is closed
StartTimer(e);

if g_Entity[e]['animating'] == 0 then

SetAnimation(0);
SetAnimationSpeed(e,100);

PlayAnimation(e);

open[e] = 1

g_Entity[e]['animating'] = 1;

PlaySound(e,0);

end

else

if open[e] == 1 then

-- door collision off after 1 second

if GetTimer(e)>20 then

CollisionOff(e);

end

end

end


elseif GetPlayerDistance(e) > 150 then

--door is open
if open[e] == 1 then

if g_Entity[e]['animating'] == 0 then

SetAnimation(1);

PlayAnimation(e);

PlaySound(e,1);

g_Entity[e]['animating'] = 1;

open[e] = 0;

CollisionOn(e);

end

end

end

end


PROPERTIES of trap door

name.....trap
static mode...yes
occluder....yes
occlodee...yes
specular...100
ai system......default lua
spawn at start...yes
strength....0
speed.....100
anim speed....100
islmobile...yes
lod modifier...0
phisics on...yes
always active...yes
phisics weigth....100
phisics friction....100
explodable....no
explode damage...100

name.....TRAP DOOR
occluder.....yes
occludee....yes
specular.....100
ai system....main..doorauto lua
span at start....yes
strength....0
speed......100
anim speed....100
islmobile.....yes
lod modifier.......0
phisics on.....yes
always active....yes
phisics weigth......100
phisics friction...100
explodable .....no
explode dammage......100

this is all that i can get from the properties.....and a copy of the script for the trap door
nazco

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synchromesh
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Posted: 9th Feb 2020 11:46
Moved to scripts
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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HarryWever
3D Media Maker
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Posted: 9th Feb 2020 12:23 Edited at: 9th Feb 2020 12:23
i will also check it and let you know.. it is been awhile with this script..
Harry
When nothing goes right, go left
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HarryWever
3D Media Maker
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Posted: 9th Feb 2020 12:36 Edited at: 9th Feb 2020 13:03
This post has been marked by the post author as the answer.
try this fpe file...replaced it with this one.
edit:
sorry i forgot.. also you may delete the old dbo file..
i do not know if that is still needed sometimes
it is using the doorauto script. that is stock in GG.
you can make a copy of that script and mess with the speed, change the fpe file then pointing to the correct script.
harry
Harry
When nothing goes right, go left

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nazco
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Posted: 9th Feb 2020 14:25
hi:
harry thanks for your help
did what you told me to do
the trap door worked fine
thanks for your free mods
downloaded what the fit my needs
thanks again have a friend here in puerto rico
nazco
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