Door not closing

Discussion in 'Rust Development' started by DylanSMR, Aug 3, 2016.

  1. So this is fairly simple. I was able to open a door - just not close a door for some reason.
    Code:
            [ConsoleCommand("CUI_ToggleDoor")]
            void toggleDoor(ConsoleSystem.Arg arg)
            {
                var player = arg.connection.player as BasePlayer;
                var name = arg.Args[0];
                if (player == null)
                    return;  
                if(homeData.homeD[player.userID].dData[name].status)
                {
                    var newLocation = new Vector3(homeData.homeD[player.userID].dData[name].locx, homeData.homeD[player.userID].dData[name].locy, homeData.homeD[player.userID].dData[name].locz);
                    homeData.homeD[player.userID].dData[name].status = false;
                        List<BaseEntity> doornear = new List<BaseEntity>();
                        Vis.Entities(newLocation, 0.2f, doornear);
                    foreach(var door in doornear)
                    {
                        door.SetFlag(BaseEntity.Flags.Open, false);
                        door.SendNetworkUpdateImmediate();
                    }
                }
                else
                {
                    var newLocation = new Vector3(homeData.homeD[player.userID].dData[name].locx, homeData.homeD[player.userID].dData[name].locy, homeData.homeD[player.userID].dData[name].locz);
                    homeData.homeD[player.userID].dData[name].status = true;
                        List<BaseEntity> doornear = new List<BaseEntity>();
                        Vis.Entities(newLocation, 0.2f, doornear);
                    foreach(var door in doornear)
                    {
                        door.SetFlag(BaseEntity.Flags.Open, true);
                        door.SendNetworkUpdateImmediate();
                    }
                }
                ControlDoor(arg);
                SaveData();
            }
     
  2. Wulf

    Wulf Community Admin

    Have you looked at my AutoDoors plugin? It handles it and it works.
     
  3. Yes I have. I've double checked. Maybe its because i'm not casting it as a door? As with this it takes it straight from a list generated from Vis.Entities.
    [DOUBLEPOST=1470246363][/DOUBLEPOST]Had to edit it so it confirmed it was a door. Not sure how it was operating it the first time.
    Code:
                        List<BaseEntity> doornear = new List<BaseEntity>();
                        Vis.Entities(newLocation, 1.0f, doornear);
                    foreach(var door in doornear)
                    {   if(door.ToString().Contains("hinged")){
                        door.SetFlag(BaseEntity.Flags.Open, false);
                        door.SendNetworkUpdateImmediate();}
                        else break;
                    }