Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway there's a workaround that works similar, the ModAPI do have access to the inventory contents so if you have a script that monitors the content of your crate for changes it can tell if any player (or incidentally a conveyor or something) is messing around and animate a "open", for the "close" it could be performed after a certain period of inactivity after being opened... overall not a perfect solution but still good enough.
Anyway to do all that you need to know quite a bit of scripting or find someone who can help you in that.
I'm more modeller/animator than scripter, so I'm unsure of the possibilities!
Is it possible to get ANY block to animate, or just powered/etc blocks?
For example, if I wanted to get a crate to play an opening or closing animation when
the player is looking inside it or leaving it, would that be possible?
Now they should be working again (as 1.137)
The anima script itself was completely unaffected.
If you know how to write 3DS Max scripts you can replicate that without any troubles.
Alternatively you can specify your own transformations for each part manually without any need to attach a sequence.