Hmm sounds like a case for states
Or good ole Select Case of state in this case. hehe, err sorry.
Simply have a state variable that gets set for each step then feed that into a select case, in this instance 2 steps with the first state set by entering the hotspot.
Well not sure if this will run, But I think it will give the idea.
Oh yea and if doorstate is not 0 then dont allow player controls.
Or good ole Select Case of state in this case. hehe, err sorry.
Simply have a state variable that gets set for each step then feed that into a select case, in this instance 2 steps with the first state set by entering the hotspot.
Global doorstate = 0 ; not waiting for a door to open If ((playerx=-287) And (playery=5) And (playerz > 229) And (playerz<250)) Then doorstate = 1 End If doortest() Function doortest() If doorstate = 0 Then Return Else Select doorstate Case 1: ;start player animation at door Animate player_hero,3,10,7 doorstate = 2 Return Case 2: ; ok see if still animating If Not Animating(player)Then ; if not start opening door doorstate = 0 For door1_number#=1 To 90 Step 0.1 RotateEntity door1,0,door1_number#,0 Next EndIf Return Default End Select End If End Function
Well not sure if this will run, But I think it will give the idea.
Oh yea and if doorstate is not 0 then dont allow player controls.