
<img width="800" height="450" alt="ezgif com-optimize" src="https://github.com/user-attachments/assets/20304e18-c6d3-4b7c-aeee-f00c015cbb7c" />
Toggle the active player car's animations with one configurable controller button.
Settings are available on the FH2 Mod Platform's in-game Mods page. Left/right steps
through named choices; changes apply immediately and are saved beside the DLL.
•FH2 Mod Platform 2.8.0 or newer (API 9 named-choice settings).
•An XInput controller. Keyboard-only input is not implemented by this mod.
•A car with the corresponding animation states. Not every car has opening parts,
active aero or an explode animation.
1. Close the game.
2. Extract the release ZIP into your Azimuth runtime folder. Its fh2-mods folder
contains DoorsUnlocked.dll and the default DoorsUnlocked.ini.
3. If upgrading, replace the DLL. Keep your existing INI to preserve 1.0.0 settings;
the legacy setting from 0.1.x is no longer used.
DoorsEnabled4. Start the game, load a car, then open the mod platform's Mods settings.
5. Select Action and Mapped button. Defaults are Explode and LS.
6. Press and release the selected button to toggle. Holding it does not repeat.
| Choice | First activation / next activation |
|---|---|
| Explode | CarEvents:Explode / CarEvents:Implode |
| Doors | Open all supported doors / close all supported doors |
| Hood | Toggle hood |
| Trunk | Toggle trunk |
| Aero | Toggle active aero |
| Door LF | Toggle left-front door |
| Door LR | Toggle left-rear door |
| Door RF | Toggle right-front door |
| Door RR | Toggle right-rear door |
Individual parts use the native :toggle state when available, otherwise their
:open/:close states. Doors acts on the supported doors only, so two-door cars
do not require rear-door animations. Toggle-only door graphs are supported too.
Missing states are logged instead of sending unsupported animation requests.
The first request prepares the full-detail animation branch for about 350 ms.
An additional press during preparation is reported and ignored. The full-detail
branch remains selected while that player car is active, which can increase rendering cost.
Switching cars or animation graphs resets the mod's tracked toggle state.
Changing bindings while a button is held requires releasing it before activation.
LS (left-stick click), RS, LB, RB, A, B, X, Y,
D-pad Up/Down/Left/Right, Back, Start, LT, RT.
Any connected XInput controller can activate the binding. Triggers activate above
the standard XInput trigger threshold. This mod does not consume or remap the
button's normal game action. Choose a binding that does not conflict with your
controls or other mods. There is no hold-to-open mode.
ini
[DoorsUnlocked]
Action=0
Button=0•Action: 0 Explode, 1 Doors, 2 Hood, 3 Trunk, 4 Aero,
5 Door LF, 6 Door LR, 7 Door RF, 8 Door RR.
•Button: 0 LS, 1 RS, 2 LB, 3 RB, 4 A, 5 B, 6 X, 7 Y,
8 D-pad Up, 9 Down, 10 Left, 11 Right, 12 Back, 13 Start,
14 LT, 15 RT.
Invalid saved indices are logged and reset to the default. The runtime folder
must be writable to persist settings.
•Visual results depend on the car's assets and native animation graph.
•Automatic game animations, damage, or another animation mod can change a part's
state independently; the mod tracks its own requests, not every external change.
•Avoid operating two mods on the same part simultaneously. Studio's animation
commands and this mod share the native vehicle hook through the platform, but
simultaneous animation requests can still conflict.
•The default LS binding may also trigger a normal game function. Input is not
suppressed, including while a menu is open with an active player car.
•Installation and compiled-DLL settings/action tests are automated; visual checks
of every car/action/controller combination still require in-game testing.
•No gameplay restrictions, vehicle physics or save data are patched.
Version
1.0.0
FH2 Mod Platform
Supported
Source
github