Garry's Mod

Garry's Mod

Smart Door V2
25 Comments
>KB> >KEKSQUAD 11 Oct @ 5:50pm 
Okay will try it soon! Thank you very much
xhp  [author] 11 Oct @ 5:37pm 
Hi there,
This should now be possible. Try updating to the latest version and testing it out.
Just make sure the Smart Door is unfrozen after being placed and has at least one weld or constraint attached.
>KB> >KEKSQUAD 11 Oct @ 9:16am 
Like even if they are active.
>KB> >KEKSQUAD 11 Oct @ 9:16am 
Hey so I'm wondering if it's possible to make it so that fading doors can move with whatever they have been constrained to, as it would be useful for mobile bases. Thanks!
xhp  [author] 9 Mar @ 5:23am 
I have applied a fix that should solve the problem. However, it can be inconsistent with certain props that have a weird bounding box.
>KB> >KEKSQUAD 8 Mar @ 7:41pm 
So I noticed players get stuck in the smart door on a regular basis; I'm thinking the +USE pressing feature from 1.3 should be ported here to help players get free of the smart door themselves
>KB> >KEKSQUAD 29 Dec, 2024 @ 8:33pm 
Thank you very much!
xhp  [author] 29 Dec, 2024 @ 6:19pm 
I have now added support for LVS vehicles.
>KB> >KEKSQUAD 29 Dec, 2024 @ 4:43pm 
It doesn't exactly appear to be the case for LVS, as LVS vehicles have parented pods to seat locations, so it might help to check the entity's parented pods and see if the main driver's allowed to go through a door.
xhp  [author] 29 Dec, 2024 @ 12:20pm 
It should work now; feel free to test it.

Also, what do you mean by vehicle friendly?
Currently, they open if the driver of the vehicle is allowed to.
>KB> >KEKSQUAD 28 Dec, 2024 @ 1:32pm 
Hey, any luck with finding the issue with smart doors not persisting?
>KB> >KEKSQUAD 25 Dec, 2024 @ 12:03pm 
Okay thanks! I think this version of smart doors also ought to be more vehicle friendly by checking if a vehicle's driver is in its list
xhp  [author] 25 Dec, 2024 @ 5:25am 
I will look into the issue, but it will be a few days before I have a chance to do so.
In the meantime, you can use something like Advanced Duplicator 2 to save the doors.
>KB> >KEKSQUAD 24 Dec, 2024 @ 8:28pm 
So I've updated the server earlier, and props that became fading doors still disappeared.
>KB> >KEKSQUAD 15 Dec, 2024 @ 5:18pm 
I think Global Persistence is installed on the server to ensure it works beyond just Sandbox/DarkRP.
xhp  [author] 15 Dec, 2024 @ 3:51pm 
Hello, I noticed an error occurring when the entity was set to persistent. This has now been fixed.

The idea of making it persistent hadn't crossed my mind before. I tested it with persistence enabled, but this caused the smart door to lose track of its original owner after a reset.
Do you use a custom persistence addon?
>KB> >KEKSQUAD 15 Dec, 2024 @ 9:37am 
Hey so my server uses a persistence feature to ensure the map is as close to as it was on reboot, and for some reason the props converted into fading doors with your tool remove themselves on map reboot.

Reproduction steps:
1. Set sbox_persist to a value such as "current" or "test".
2. Turn a prop into a fading door.
3. Restart the session.
xhp  [author] 26 Nov, 2024 @ 7:09am 
Fixed, the duplicator tool was not functioning correctly with the smart doors.
Do let me know if the error persists.
>KB> >KEKSQUAD 25 Nov, 2024 @ 11:14am 
[Smart Door V2] lua/weapons/gmod_tool/stools/smart_door.lua:185: attempt to index local 'ply' (a nil value)
1. CreateEntityFromTable - lua/weapons/gmod_tool/stools/smart_door.lua:185
2. unknown - lua/includes/modules/duplicator.lua:819
3. ProtectedCall - [C]:-1
4. Paste - lua/includes/modules/duplicator.lua:819
5. fn - gamemodes/sandbox/gamemode/persistence.lua:54
6. Run - lua/ulib/shared/hook.lua:109
7. fn - gamemodes/sandbox/gamemode/persistence.lua:11
8. unknown - lua/ulib/shared/hook.lua:109
>KB> >KEKSQUAD 23 Nov, 2024 @ 6:39pm 
Ok thanks! Doing so now
xhp  [author] 23 Nov, 2024 @ 6:37pm 
This should be fixed now. Thanks for bringing it to my attention.
Make sure to update the addon to the new version.
>KB> >KEKSQUAD 23 Nov, 2024 @ 4:47pm 
Hey so there should be a way to remove smart doors similar to 1.3 with the right-clicking on the smart door, and I found that the props with smart doors on them are removed outright when undoing them so that's a bit of an issue.
HypFox 7 Aug, 2023 @ 8:20am 
it is so perfect, damn good work
xhp  [author] 6 Aug, 2023 @ 8:22pm 
You should now be able to open the Smart Door with vehicles.

However, it's a little rough around the edges; the vehicle may come to a full stop upon touching the door (even though it opens).
HypFox 5 Aug, 2023 @ 4:08pm 
amazing i love it, what it is missing is the abillity to open the door while in a car so you dont have to exit go the smart door and then into car again to drive inside your base. so when the car you are inside hits the smartdoor you own, it will fade.