I don't think that particular door is supported by this system. It probably does not have an animation for it. All the ones that are supported and have animations, already have the scripts set up on them and have a variable on them to determine which gate block to use.
What you could do though is change its appearance to "Door: Basic 1(-5) (NWN2)". These doors were made so that when rotated they turn on the side of the door, not in the middle. So you can fake an animation by making a script that rotates the door (SetFacing) and plays a sound.
I used something like this (found in my test mod but didn't retest) but I can't remember if it works or not. Been a long time since I messed with this but I had the same problem you are having. Hopefully it helps. It could always be altered or streamlined or what not. You would need to make a waypoint to travel to that has the same tag as the door itself.
void AutoClose()
{
if (GetLocalInt(OBJECT_SELF, "OPEN") == TRUE)
{
SetFacing(GetFacing(OBJECT_SELF) + 90.0);
PlaySound("as_dr_woodmedcl1");
SetLocalInt(OBJECT_SELF, "OPEN", FALSE);
}
}
void main()
{
object oPC = GetLastUsedBy();
int iOpen = GetLocalInt(OBJECT_SELF, "OPEN");
float fFace = GetFacing(OBJECT_SELF);
if (GetLocked(OBJECT_SELF) == TRUE)
{
PlaySound("as_dr_locked1");
FloatingTextStringOnCreature("*locked*", oPC, TRUE);
return;
}
if (iOpen != TRUE)
{
PlaySound("as_dr_woodmedop1");
SetFacing(fFace - 90.0);
SetLocalInt(OBJECT_SELF, "OPEN", TRUE);
}
else
{
string sSelf = GetTag(OBJECT_SELF);
object oDest = GetWaypointByTag(sSelf);
AssignCommand(oPC, ActionJumpToObject(oDest));
PlaySound("as_dr_woodmedcl1");
SetFacing(fFace + 90.0);
SetLocalInt(OBJECT_SELF, "OPEN", FALSE);
}
DelayCommand(10.0, AutoClose());
}
Modifié par GhostOfGod, 07 septembre 2011 - 10:11 .