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Question by kconwaykyle · Oct 15, 2012 at 10:02 PM · doorkeykeypressunlock

Door Open With Object Pickup

hello I'm quite new so i apologize if i am asking a very easy or difficult question. my overall goal is to have a door that wont open, when you hit "e" it says "door wont open", then when i find a crowbar i hit "e" and then it disappears and then when i go back up to the door it will allow me to open it with the "e". my script for the door is:

// Smothly open a door var smooth = 2.0; var DoorOpenAngle = 90.0; var DoorCloseAngle = 0.0; var open : boolean; var enter : boolean;

//Main function function Update (){

if(open == true){ var target = Quaternion.Euler (0, DoorOpenAngle, 0); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth); }

if(open == false){ var target1 = Quaternion.Euler (0, DoorCloseAngle, 0); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target1, Time.deltaTime * smooth); }

if(enter == true){ if(Input.GetKeyDown("e")){ open = !open; } } }

//Activate the Main function when player is near the door function OnTriggerEnter (other : Collider){

if (other.gameObject.tag == "Player") { (enter) = true; } }

//Deactivate the Main function when player is go away from door function OnTriggerExit (other : Collider){

} //@youtube.com/user/maksimum654321

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Answer by Razacx · Oct 16, 2012 at 12:55 AM

First of all, I'm assuming that the code for rotating the door works as intended?
I modified your code quite a bit, here is the finished result:

 // Smoothly open a door 
     var smooth = 2.0; 
     var DoorOpenAngle = 90.0; 
     var DoorCloseAngle = 0.0; 
     var inRange : boolean = null;
     var unlocked : boolean = false;
     var isOpen : boolean = false;
     var opening : boolean = false;
     
     var hasCrowBar : boolean = false; //Has to be changed from another script
     
     //Main function 
     function Update (){
         if(opening){ 
             var target = Quaternion.Euler (0, DoorOpenAngle, 0); 
             // Dampen towards the target rotation 
             transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth); 
         }
     
         if(!opening){ 
             var target1 = Quaternion.Euler (0, DoorCloseAngle, 0); 
             // Dampen towards the target rotation 
             transform.localRotation = Quaternion.Slerp(transform.localRotation, target1, Time.deltaTime * smooth); 
         }
         if(!isOpen) {
             if(inRange){ 
                 if(Input.GetKeyDown("e")){ 
                     if(unlocked) {
                         opening = !opening;
                     }
                     if(!unlocked) {
                         if(hasCrowBar) {
                             unlocked = true;
                             Debug.Log("You have unlocked the door!");
                         }
                         if(!hasCrowBar) {
                             Debug.Log("The door won't open, please find a crowbar");
                         }
                     } 
                 } 
             }
          }
     }
     
     //Activate the Main function when player is near the door 
     function OnTriggerEnter (other : Collider){
         if (other.gameObject.tag == "Player") { 
             inRange = true; 
         } 
     }
     
     //Deactivate the Main function when player is go away from door 
     function OnTriggerExit (other : Collider){
         if (other.gameObject.tag == "Player") { 
             inRange = false; 
         }
     }
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