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How to remove a Timer Loop which opens a door using AddPropForce?
Frontcannon Offline
Senior Member

Posts: 538
Threads: 10
Joined: Jul 2010
Reputation: 2
#9
RE: How to remove a Timer Loop which opens a door using AddPropForce?

For some reason, this worked:

void OpenDoor(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("prison_section_2", false, false);
    SetSwingDoorDisableAutoClose("prison_section_2", true);
    AddTimer("swing_door", 0.01f, "TimerDoor");
    SetEntityPlayerLookAtCallback("prison_section_2", "RemoveTimerCreak", true);
}

void TimerDoor(string &in asTimer)
{
    if(asTimer == "swing_door")
    {
        AddPropForce("prison_section_2", 0.0f, 0.0f, 25.0f, "");
    }
    else
    {
        AddPropForce("prison_section_2", 0.0f, 0.0f, -95.0f, "");
    }
    AddTimer(asTimer, 0.03, "TimerDoor");
}

void RemoveTimerCreak(string &in asEntity, int alState)
{
    RemoveTimer("swing_door");
    PlaySoundAtEntity("pant", "react_scare.snt", "Player", 0.0f, false);
}

Also, it's way more precise because the 'react_scare'-sound will now always be played at the right time Cool


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12-12-2010, 07:34 PM
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RE: How to remove a Timer Loop which opens a door using AddPropForce? - by Frontcannon - 12-12-2010, 07:34 PM



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