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For the "Garage Door" animation, unfortunately the "Open/Close Window" animations don't work here as they are too long. My World Action is very quick as to not interfere with normal movement as much as possible.
The main reason for this is the "E" key interactions; these are not exposed in Lua (modding) and therefore I cannot override this. When you press "E", that door is going to open now and there's nothing I can do. Due to this limitation I cannot truly "sync" the animation to the door open/close, but my action is fast enough that it blends nicely.
Using the "Open/Close Window" animation here would require me to lock the player in place longer so the animation plays out, and if there are zombies on the other side of that garage door that would be bad. The door would open immediately, and there would be ~2 seconds where your player could not move.
Alternatively, I could make it so your character could continue to move and only their arms would play the animation, which would look weirder due to the length of the animation. You would also be unable to do any other action for the animation time still unless you manually cancelled it, as in order to play the full animation I have to increase my TimedAction's length.
The current animation is meant to be a compromise of showing your character opening a heavier door, but still being fast enough to not interfere and (hopefully not) kill you.
Funny you should mention this, had been working on that. I guess I can give you a sneak peak of that feature.[imgur.com]
I saw you also commented about a showcase video, and yea I'm working on that. It just takes time, and I hadn't gotten to it yet because it takes time away from making this mod better. Ha
I think if you play the game using mostly click > move to and try to open a garage door through the context menu, the animation or "timer" for that one would fit the window animations, because anything done through context menu takes extra time >_>;
I do 2nd this suggestion if you can find a work-around, though! If not, then it's ok! Ty for the mod.
Doors don't work this way and the TimedActions to open/close doors, even through the Context Menus, are set to take 0 time (immediate). Doors do not animate like Windows do, and their TimedAction is even less complex. It only exists to "chain" the Walk To+Open actions, and performs no real logic other than to toggle the door's state. I cannot tie an animation to it without adding time, and this is inconsistent with how the base game opens doors when pressing the "Interact" button.