How to skip door animation?

Post » Fri Nov 16, 2012 9:11 pm

Is there any way to skip the partial-opening animation on a load door?

Thanks
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Valerie Marie
 
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Post » Sat Nov 17, 2012 7:48 am

Are you trying to do this for all doors mate or just some?

Because I'm not sure if there are static doors, but if there are you could add an activator to one with a Teleport script added to it maybe.
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SUck MYdIck
 
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Post » Fri Nov 16, 2012 11:47 pm

Just one door - I just don't want it to open. It's unique, so it wouldn't affect the other doors. AFAIK there's no static version of this one (it's a garden gate) and I'm not sure what you mean by adding an activator.
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kevin ball
 
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Post » Sat Nov 17, 2012 8:36 am

Well you could attach a moveto script that would teleport the player before the animation finished playing and possibly before it starts playing. Meaning the player would be teleported before they got to see the animation happen.
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Marguerite Dabrin
 
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Post » Sat Nov 17, 2012 3:10 am

When a door isn't connected to a marker it does nothing, so you could just place the door, add an activator on it, so the player activates the activator rather than the door. And the OnActivate script would have the moveto function :)
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SaVino GοΜ
 
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Post » Sat Nov 17, 2012 8:27 am

Oh, never mind - I found a completely different way around the problem that bypasses the issue altogether (I used a different model and didn't need a gate there in the first place).

I'll leave the thread open in case anyone else is having this issue, though.
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Guinevere Wood
 
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Post » Sat Nov 17, 2012 7:06 am

Glad you sorted it anyway :)
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claire ley
 
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