Scriptname BlackreachDoorScript extends ObjectReference Conditional {Script to open the door to blackreach when activated by the lock.} import game import debug import utility bool property isOpen = false auto Conditional {set to true to start open} bool property isAnimating = false auto Hidden {is the activator currently animating from one state to another?} string property openAnim = "Down" auto Hidden {animation to play when opening} string property openEvent = "TransDown" auto Hidden {open event name - waits for this event before considering itself "open"} int myState = 1 ; true when static or animating ; 0 == open or opening ; 1 == closed or closing EVENT OnLoad() if (isOpen ) myState = 0 endif endEVENT auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; switch open state when activated SetOpen(!isOpen) endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) trace (self + " Busy") endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open isAnimating = true if !isOpen gotoState ("busy") trace(self + " Opening") playAnimationandWait(openAnim, openEvent) ; Animate Open endif trace(self + " Opened") isOpen = true gotoState("done") isAnimating = false endFunction STATE done ; This is the end state, player should not be able to reactivate endSTATE