Hello

So... After a break, I have finaly finish converting my Blend files to Korman, re-scale the objects (for some other reasons), and then testing the Node Tree in game (Complete Chronicles only, for now).
Note:
- Take a look at the nodes elements titles, they gives informations.
- The sounds used are probably not the definitive sounds.
Here's my working "OfficeDoorOpenClose" Node Tree (for a door with "exterior one shot animations", but it's easy to delete the "exterior one shot animations"):
- Show Spoiler
Node Tree attached to the door animated object (the parent object).
There's no collider and the only 2 collisions are in the clickables objects; the exclude region is used as the door collider...
[url=https://forum.guildofwriters.org/download/file.php?id=2717][attachment=1]office_door_open_close_node_tree_4.png[/attachment][/url]
And here's my working "OfficeDoorEnableDisable" Node Tree (for a "lockable from inside only" door, but it's easy to add "lockable from ouside" elements in this Node Tree, using the "OfficeDoorOpenClose" Node Tree as model):
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Node Tree attached to the door interior lock clickable, which is a child of the animated interior lock button (visual element).
The door is enabled (but closed) by default and is "force enabled" when the Age is empty.
[url=https://forum.guildofwriters.org/download/file.php?id=2718][attachment=0]office_door_enabled_disabled_node_tree.png[/attachment][/url]
SDL:
- Show Spoiler
[code]STATEDESC StiltHouse01
{
VERSION 1
# Age Mechanics
VAR BOOL OfficeDoorClosed[1] DEFAULT=1
VAR BOOL OfficeDoorEnabled[1] DEFAULT=1
}[/code]