Thank You I was trying to use the playerOne action ["Open Door",Door1]
command until I went to the Official Command Reference and looked up how to use the animate Command------
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object animate [animation, phase]
Operand types:
object: Object
[animation, phase]: Array
Compatibility:
Version 1.75 required.
Type of returned value:
Nothing
Description:
Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.
Example:
house animate ["doors1", 1]
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and I made a script called
Door.sqs --
----------------------------------------------------------
;Did it this way so I can use same script for as many doors that I want to
;Name of door
_door = _this select 0
;Defined Animation in Config.cpp file of Addon Used
_hnge1 = _this select 1
;Define Animation Usually 1 or 0 1 for OPEN 0 for CLOSED
_mve = _this select 2
;Animate Command
_door animate [_hnge1,_mve]
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Then UNPBOed the Addon that had the bunker walls wit doors ----
(((bauelementev01.pbo)))
and opened the Config.cpp file in notepad and found the part that defined
the animation of this particular door-----------------
//-------------------- Door1 3M -------------------------------------------------------------------
class Z_Door_03M_witdoor : Fortress1{model="\BauElementeV01\Z_Door_03M_witdoor.p3d";
armor=1000000;
scope=2;
vehicleClass="Z_Bunker-Baukasten";
icon="Unknown_object";
displayName="Z_Door_03M_witdoor"; animated=1
class Animations
{
class Component07
{
type="rotation";
animPeriod=1
selection="Component07"; <-------DEFINED ANIMATION -->("Component07")
axis="Achse01";
angle0=0
angle1=-1.600000;
};
};
class UserActions
{
class OpenDoors
{
displayName="Open Door";
position="Achse01";
radius=3.000000;
condition="this animationPhase ""Component07"" < 0.5";
statement="this animate [""Component07"", 1]";
};
class CloseDoors
{
displayName="Close Door";
position="Achse01";
radius=3.000000;
condition="this animationPhase ""Component07"" >= 0.5";
statement="this animate [""Component07"", 0]";
};
};
};
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Named Door (door1)
Then I made a Trigger Around The Door which I wanted AI or a player to Be Able to open ---
----------------------------------------------------------------------------
(Axis a (6)) (Axis b (1))
RECTANGLE
Activation [Anybody] [Repeatedly]
[Present]
Type [Switch]
Condition [This]
On Activation [ [door1,"Component07",1] exec "Door.sqs" ]
On Deactivation [ [door1,"Component07",0] exec "Door.sqs" ]
EXPLANATION--------------------------------------
(((Array Defined)))
[NameOfDoor , AnimationDefinedInConfig.cppOfAddonUsed ,
(1)ForOpen (0)ForClosed AlsoDefinedInConfig.cpp] exec "Door.sqs"
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THANK YOU !!!!
JUST WROTE THIS FOR SOMEBODY WITH SAME QUESTION