Ok i got the door to open using this code
now just got to get it to shut. I will play around with it & see what i can do.
Graphics3D 800,600,0,1 SetBuffer BackBuffer() Global campivot Global cam_col=1 Global room_col=2 Global door_col=3 Global door Global door_open = False Global door_y Global door_opened = False Collisions Cam_col,room_col,2,2 Collisions cam_col,door_col,2,2 doorstate = 0 ; 0=door closed, 1=door opening, 2=door open, 3=door closing doormove# = 0 doortimeopen = 2000 ; time door stays open light=CreateLight() room=LoadMesh ("cube1.b3d") PositionEntity room,0,-100,0 EntityType room,room_col door=LoadMesh ("door.b3d") PositionEntity door,0,-100,200 ScaleEntity door,1,1,.3 EntityType door,door_col campivot=CreatePivot() EntityType campivot,cam_col EntityRadius campivot,4 camera=CreateCamera(campivot) PositionEntity camera,EntityX(campivot),50,EntityZ(campivot) EntityType camera,cam_col Repeat TranslateEntity campivot,0,-.5,0 If KeyDown (203) TurnEntity campivot,0,1,0 ElseIf KeyDown (205) TurnEntity campivot,0,-1,0 End If If KeyDown (208) TurnEntity camera,1,0,0 ElseIf KeyDown (200) TurnEntity camera,-1,0,0 EndIf If KeyDown (30) MoveEntity campivot,0,0,1 ElseIf KeyDown (44) MoveEntity campivot,0,0,-1 EndIf Select doorstate Case 0 If EntityCollided (campivot,door_col) Then doorstate =1 Case 1 ;door opening MoveEntity door,0,1,0 doormove =EntityY(door) If doormove >= 50 Then MoveEntity door,0,0,0 :doorstate =2 EntityType door, 0:doorclosetime=MilliSecs()+doortimeopen Case 2 ;open If MilliSecs > doorclosetime Then doorstate=3 Case 3 ;closeing MoveEntity door,0,-1,0 doormove =EntityY(door) If doormove <= 0 Then MoveEntity door,0,0,0:doorstate=0:EntityType door,3 End Select UpdateWorld RenderWorld Flip
now just got to get it to shut. I will play around with it & see what i can do.