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Topic: Closing a door via a button Read 907 times  

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Im sorry for all this spamming of questions regarding Shocked.

I know about how to open a door via a switchlink from a button to the door. Simple.. But how can i close it again via a button press ?

665c17de3a85evoodoo47

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you need a two state button, I think. best way would be to copy an already working setup from somewhere.

665c17de3abc3ZylonBane

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I know about how to open a door via a switchlink from a button to the door. Simple.. But how can i close it again via a button press ?
If this is SS2, you don't. Manual closing of doors is not part of Shock's design vocabulary. That's why its door script has a hard-coded delay before it responds to a close request.

665c17de3ad2dlostone1993

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If you still need a door you can close with a button press you can use an elevator with its model changed but it is  a pain in the but to setup assuming I am understanding what you want

this thread may help
https://www.systemshock.org/index.php?topic=4823.msg57191

665c17de3ae27voodoo47

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NVscript also has a simple door script that will open/close the door with each button press, I think.
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Actually i figured out another way. By using a simple Inverter i could just switchlink from my button to that. From the inverter i then switchlinked to the door, which made it close. However, theres a delay of a few seconds for some reason, which im trying to figure out why is happening now ..
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Hey ZB sorry i just realized what you wrote at first.. That it was possible but that there would be a delay.. Then ill just have to live with the delay :-)

665c17de3b281Nameless Voice

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Use this to avoid the delay:
NVSimpleDoor (NVTrap)

This is a very simple door script. The door will open on TurnOn and close on TurnOff, and can be toggled open/closed by frobbing it. This script has none of the other functionality of the StdDoor script and, as such, it will open the door even if it is locked.[/qupte]

665c17de3b36eDa9L_nologin

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Interesting.  those scripts arent included by default i suppose?

665c17de3b527voodoo47

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no, you need to  load them into the map manually - script_load nvscript in the command window, and you also need to place nvscript.osm into the same folder (or any other folder from which the game is set up to load resources).
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Now how about cuttin the rebop?
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