| Property | Value |
|---|---|
| Native Name | ADD_DOOR_TO_SYSTEM |
| Hash | 0x6F8838D03D1DC226 |
| Return Type | void |
| Parameters | doorHash (Hash), modelHash (Hash), x (float), y (float), z (float), p5 (BOOL), scriptDoor (BOOL), isLocal (BOOL) |
Description: p5 only set to true in single player native scripts. Door hashes normally look like PROP_[int]_DOOR_[int] for interior doors and PROP_BUILDING_[int]_DOOR_[int] exterior doors but you can just make up your own hash if you want.
If scriptDoor is true, register the door on the script handler host (note: there's a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a "Persists w/o netobj" state.
A simple "localized" door-system (with hundreds/thousands of doors) can be created by setting p5, p6, and p7 to false and using EventHandlers to synchronize the states to: DOOR_SYSTEM_SET_DOOR_STATE, DOOR_SYSTEM_SET_OPEN_RATIO, DOOR_SYSTEM_SET_HOLD_OPEN, etc.
Parameters
doorHash(Hash) — A (unique) door system identifiermodelHash(Hash) — Entity model hashx(float) — The X coordinate of the door objecty(float) — The Y coordinate of the door objectz(float) — The Z coordinate of the door objectp5(BOOL)scriptDoor(BOOL) — false; relies upon getNetworkGameScriptHandler.isLocal(BOOL) — On true disables the creationCRequestDoorEvent'sin DOOR_SYSTEM_SET_DOOR_STATE.