Scriptname _00E_DUNGate01Script extends ObjectReference Conditional {for any activator with standard open/close states} import debug import utility bool property isOpen = false auto conditional {set to true to start open} bool property doOnce = false auto {set to true to open/close on first activation only} bool property isAnimating = false auto Hidden {is the activator currently animating from one state to another?} string property openAnim = "open" auto {animation to play when opening} string property closeAnim = "close" auto {animation to play when closing} string property openEvent = "opening" auto {open event name - waits for this event before considering itself "open"} string property closeEvent = "closing" auto {close event name - waits for this event before considering itself "closed"} string property startOpenAnim = "opened" auto {OnLoad calls this if the object starts in the open state} bool property bAllowInterrupt = FALSE auto {Allow interrupts while animation? Default: FALSE} bool property zInvertCollision = FALSE auto {Typically this will be False (DEFAULT). The References LinkRef'd Chained with the TwoStateCollisionKeyword will typically be Enabled onOpen, and Disabled on Close. If you want that functionality inverted set this to TRUE} int property myState = 1 auto hidden keyword property TwoStateCollisionKeyword auto ; true when static or animating ; 0 == open or opening ; 1 == closed or closing EVENT OnLoad() SetDefaultState() endEVENT Event OnReset() SetDefaultState() EndEvent ;This has to be handled as a function, since OnLoad and OnReset can fire in either order, and we can't handle competing animation calls. Function SetDefaultState() if (isOpen) playAnimationandWait(startOpenAnim, openEvent) if (zInvertCollision == FALSE) trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) else trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) endif myState = 0 Else playAnimationandWait(closeAnim, closeEvent) if (zInvertCollision == FALSE) trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) else trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) endif myState = 1 EndIf EndFunction auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; Debug.Trace("d2SA RESETS: " + Self + " " + isOpen) ; switch open state when activated SetOpen(!isOpen) if (doOnce) gotostate("done") endif endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) if bAllowInterrupt == TRUE ; send the activation\ SetOpen(!isOpen) else ; block activation trace (self + " Busy") endif endEVENT endSTATE STATE done EVENT onActivate (objectReference triggerRef) ;Do nothing endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open/close if necessary isAnimating = true if abOpen && !isOpen gotoState ("busy") trace(self + " Opening") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(openAnim) ; Animate Open else playAnimationandWait(openAnim, openEvent) ; Animate Open endif trace(self + " Opened") if (zInvertCollision == FALSE) trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) else trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) endif isOpen = true gotoState("waiting") elseif !abOpen && isOpen gotoState ("busy") trace(self + " Closing") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(closeAnim) else playAnimationandWait(closeAnim, closeEvent) ; Animate Closed endif trace(self + " Closed") if (zInvertCollision == FALSE) trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) else trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) endif isOpen = false gotoState("waiting") endif isAnimating = false endFunction