Is it possible to make a door use 5 frames instead of 3 per interaction? right now i have the script open and the frames redefined but im a bit lost when it comes to the second half.. could someone explain please? Code: { "frameGrid" : { "size" : [32, 8], "dimensions" : [10, 1], "names" : [ [ "closed", "halfLeft", "left", null, "halfRight", "right" ] ] }, "aliases" : { "default" : "closed", "closeLeft.1" : "halfLeft", "closeLeft.2" : "closed", "closeRight.1" : "halfRight", "closeRight.2" : "closed", "openLeft.1" : "halfLeft", "openLeft.2" : "left", "openRight.1" : "halfRight", "openRight.2" : "right" } }
Yes. Look at my doors. http://community.playstarbound.com/...-and-objects-formerly-lighted-platforms.3164/ I'd have a better reply but for being on my phone. I also added more animation profiles than are supported by vanilla doors.lua but are supported by expanded support in automatic doors code(included in that mod). Suppose I should push some updates to it anyhow that I did a while ago.
It worked! took some doing but that was to be expected. Do i have permission to use your scripts in my race mod? (the door was for the ship hatches)
No problem if you want to. My stuff is open permissions after all. also might want to check this out http://steamcommunity.com/workshop/filedetails/discussion/729599895/343785574519843631/ I can't remember if that's out of date or not, but documents additional supported options you can use for your doors. Now there would be more supported options if I'd update already. That blocks and objects code is probably newer than the official Automatic Doors code, but I have newer of course. Anyhow I can't remember what changes may or may not be present. I guess I could look, but feel too lazy ATM.