This cog open the door well, unless you jump around on the plates a lot. Any way to fix? Or just a result of C/S ??
# Jedi Knight Cog Script
#
# 00_AUTODOOR.COG
#
#
# Solo_Anakin
flags=0x240
symbols
thing door0 desc=door_object
thing door1 desc=door_object
surface plate0 desc=plate0
surface plate1 desc=plate1
flex movespeed desc=movespeed_of_door
flex delay desc=delay_before_close
message Entered
message Trigger
message DoStuff
end
# ........................................................................................
code
Entered:
if(IsMoving(door0) ) Return;
if(GetCurFrame(door0) != 0 ) Return;
SendTrigger(-1, 150, 0, 0, 0, 0);
Return;
# ........................................................................................
Trigger:
If(GetSourceRef() == 150) Call DoStuff;
Return;
# ........................................................................................
DoStuff:
MoveToFrame(door0, 1, movespeed);
MoveToFrame(door1, 1, movespeed);
Sleep(delay);
MoveToFrame(door0, 0, movespeed);
MoveToFrame(door1, 0, movespeed);
Return;
end
# Jedi Knight Cog Script
#
# 00_AUTODOOR.COG
#
#
# Solo_Anakin
flags=0x240
symbols
thing door0 desc=door_object
thing door1 desc=door_object
surface plate0 desc=plate0
surface plate1 desc=plate1
flex movespeed desc=movespeed_of_door
flex delay desc=delay_before_close
message Entered
message Trigger
message DoStuff
end
# ........................................................................................
code
Entered:
if(IsMoving(door0) ) Return;
if(GetCurFrame(door0) != 0 ) Return;
SendTrigger(-1, 150, 0, 0, 0, 0);
Return;
# ........................................................................................
Trigger:
If(GetSourceRef() == 150) Call DoStuff;
Return;
# ........................................................................................
DoStuff:
MoveToFrame(door0, 1, movespeed);
MoveToFrame(door1, 1, movespeed);
Sleep(delay);
MoveToFrame(door0, 0, movespeed);
MoveToFrame(door1, 0, movespeed);
Return;
end