door open/close bug

Maybe i missing something but…
I use locked door on the map

Then i use this code for open and close way later.

function gd.quests.Area7.prisoner_a1_Die()
			local door1 = Door.Get(door_area7a_ID)
			local door2 = Door.Get(door_area7b_ID)
			door1:SetLocked(false)
			door2:SetLocked(false)
			door1:Open()
			door2:Open()
end

function gd.quests.Area7.Change_Cell()
			local door1 = Door.Get(door_area7a_ID)
			local door2 = Door.Get(door_area7b_ID)
			door1:Close()
			door2:Close()
			door1:SetLocked(true)
			door2:SetLocked(true)
end

And after close, doors dont want block way

P.S. i try delete “Door.SetLocked”, same result…

Just trying to understand the issue, so a question. Are you saying that opening and closing works but you can still walk through the door?

Yes, while i dont toch doors via LUA, and thay was closed by default, i cant walk thourgh, after when i open and close, i walk through closed doors

Ok, problem is clear…but I have no solution. I just remember some issues with doors in Devils Crossing in the first builds of GD. Wonder if you found one of those doors. Have you tried with other doors?

yes, i try that with other doors

i found strange thing, if I move the mouse cursor past the open door.
(I do not click, just move cursor past for selection target)
Then after close, its work good, i cant walk through the door

So, i use

level art/doors/prison_celldoor_idle.msh

but i try it with other doors, same bug

P.S. Report for jiaco

I cannot reproduce your issue using your scripts.

Could be an issue of your environment setup, maybe there’s a gap between the door and the frame, or something else in your script/dbr setup.

Also, make sure to include if Server in your functions as doors should only be opened server-side and not by all clients.

Door dbr set to false for openOnly, autoClose, oneWayDoor, reverseOneWayDirection. Locked and RemoveObstaclesWhileOpen set to True.

These were my functions:

function gd.quests.test.doorOpenTest()

if Server then
	local door1 = Door.Get(testDoorEnter)
	door1:SetLocked(false)
	door1:Open()
	
end

end

function gd.quests.test.doorCloseTest()

if Server then
	local door1 = Door.Get(testDoorEnter)
	door1:Close()
	door1:SetLocked(true)
	
end

end