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Doors with scripts_2_sculpt_classic

Doors with scripts_2_sculpt_classic
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Hello
The kit contains 4 different modifications of doors for different use cases. It uses the basic principles of opening and closing doors , and sliding it classic . All modifications doors are divided into two modes. The first mode - " stop strangers ." The second mode - "for all" . Scripts doors protected from strangers can be edited to favorites could open and close protected doors . To do this, edit the first line , you must enter the required amount of people you just as inscribed my name , which can be removed from the list. Where the button is used , the script also requires a button of this editing.
Present in all doors automatically close , which can be removed by changing the line "float Timer = 10.0;" on line "float Timer = 0.0;". The figure " 10.0" is the second of waiting until the door closes . The figure " 0.0 " disables avtozakrytie door.
All doors present sound. If you want some peace while working the door, get in the script line "llTriggerSound ( filename , 1.0) " and delete them. If you want to change the sound , replace the sound files on its using the same name. You can also add an audio file by adding it to the object and adding "llTriggerSound ( filename , 1.0) " in the right place script.
In the doorway where you must use the buttons to enter a unique channel of communication with the door button . This is important . For each such door need your own unique channel or own unique team . Find the line in the script button "llRegionSay (-35," door ");" In this case, " -35 " is the channel . A "door" is the command . The same procedure should be done in the script door. In the script, the door should find a line "llListen (-35," ", NULL_KEY," ");" to change the channel . Or all lines "if (message ==" door ")" to change the team.
If you do not want the text that appears when opening and closing the door , then get in these lines "llOwnerSay (" open ");" and delete them. In any case, this event writes only to the owner . And you can see when and how the door opened at the moment, but it should be at the owner location. Not all the doors you write when they are used . Here and there , I did not do it . You can add this event where you will miss him.

Important information!
The set contains only single-leaf doors.
Proposed doors can be used in conjunction with objects used physics. I have a flying ships that use physics to flight. In conjunction with my ships, these doors are working very well. Even during the flight. But if you tie the door to an object without scripts while incorporating physics manually, the door will not work properly.

Description files:

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2) This type of door is always used to ( joint) . Need a bunch . Without a bunch with any object or objects , these doors will not work. For safe use of these doors is important to consider the position of the door relative to the object is used primarily in conjunction , which automatically becomes a hinge for the door . Find these lines in the script or the like "vector smeshyenie_open = <-13.7,0.0, -2.0>;", "vector smeshyenie_close = <-13.7,2.0, -2.0>;", "vector xyz_angles_open = <0,40,0> ; "," vector xyz_angles_close = < 0 , -40.0 > ; " Necessary to remedy the situation , the rotation for opening and closing the door relative to the main subject.

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2_3 ) This type of door is running slow and not very natural. This script is specifically designed to sculptural and other doors can be used in any conjunction with any objects .

2_3_1) 2_sculpt_classic_door_stop_strangers_b
2_3_2) 2_sculpt_classic_door_all_b
2_3_3) 2_sculpt_classic_door_stop_strangers
2_3_4) 2_sculpt_classic_door_all

Enjoy using

These doors are taken from a set of doors №1. A complete set can be found in my store. Or find "A set of doors №1" in "Related Items".