@ Dara52
It works for me. did you try unticking
unlock tickbox in the door settings?
I don't change the key name, but I add the door name to the key
IfUsed field.
Anyway, it works for me once, then remains close, and CollisionOFF.
Most likely we are going to have door issues, until the navmesh check is fully integrated, though.
notice this chunk of code in the very bottom of the body script (door.lua) :
Quote: "-- navmesh blocker system
if g_door[e]['blocking'] ~= 0 then
local blockmode = 0
if g_door[e]['blocking'] == 1 then blockmode = 1 end
if g_door[e]['blocking'] == 2 then blockmode = 0 end
RDBlockNavMesh(g_Entity[e]['x'],g_Entity[e]['y'],g_Entity[e]['z'],20,blockmode)
g_door[e]['blocking'] = 0
end"
This chunk of code will come in handy for many uses when done.
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