You can also "alter" the door's main script to end after the "open and close" frames are completed. For example:
;Artificial Intelligence Script
;Header
desc = Use Door (Push Open and Push Closed)
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=usedoorprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=usedoorprompt,hudfadeout=usedoorprompt
:state=10,plrdistwithin=60,plrusingaction=1:activate=2
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistwithin=60,plrusingaction=1:activate=0
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0
;End of Script
Using the above example, look at this line:
:state=3,frameatstart=0
:state=10,setframe=0
This line will retirn the script back to the beginning (state=10) and waits until the player is at a certain distance within before continuing. you could change that state to something like this:
:state=3,frameatstart=0:state=15,setframe=0
:state=15:none
Basically, look at what the door script is doing, where it goes by each state, and where it loops back. Interrupt the loop and point it to "end".
- BlackFox