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Full Version: Door set to locked, still unlocked.
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Hello again.

I have a door in my level called "sewer_arched_2", it is set to "Locked" in the Entity tab.

I also have a script for a hollow needle on the door:


void OnStart()
{
AddUseItemCallback("", "hollow_needle_1", "sewer_arched_2", "KeyOnDoor", true);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("sewer_arched_2", false, true);
PlaySoundAtEntity("", "unlock_door", "sewer_arched_2", 0, false);
RemoveItem("hollow_needle_1");
}
Any other script I have currently is working, as well as another key I have put in the "KeyOnDoor" function. If you would like to see my entire .hps file, I'll PM it to you.

What is the problem? I don't get it... If the problem is that the door is not unlocked, try this:

void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(item);
}

Copy it as it is and don't change anything, tell me if it's unlocking now.
(03-15-2012, 02:34 PM)ClayPigeon Wrote: [ -> ]What is the problem? I don't get it... If the problem is that the door is not unlocked, try this:

void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(item);
}

Copy it as it is and don't change anything, tell me if it's unlocking now.
Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked.
(03-15-2012, 04:25 PM)Asaratha Wrote: [ -> ]
(03-15-2012, 02:34 PM)ClayPigeon Wrote: [ -> ]What is the problem? I don't get it... If the problem is that the door is not unlocked, try this:

void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(item);
}

Copy it as it is and don't change anything, tell me if it's unlocking now.
Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked.
try
for a swing door.

Spoiler below!

void OnStart()
{
SetSwingDoorLocked("door", true, true);
}


or
For level door
Spoiler below!

void OnStart()
{
SetLevelDoorLocked("door", true);
}

Depends if you have aswing door or level door
(03-15-2012, 04:33 PM)Stepper321 Wrote: [ -> ]
(03-15-2012, 04:25 PM)Asaratha Wrote: [ -> ]
(03-15-2012, 02:34 PM)ClayPigeon Wrote: [ -> ]What is the problem? I don't get it... If the problem is that the door is not unlocked, try this:

void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(item);
}

Copy it as it is and don't change anything, tell me if it's unlocking now.
Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked.
try
for a swing door.

Spoiler below!

void OnStart()
{
SetSwingDoorLocked("door", true, true);
}


or
For level door
Spoiler below!

void OnStart()
{
SetLevelDoorLocked("door", true);
}

Depends if you have aswing door or level door
The door is now locked, although, even if I use the hollow needle, the door is still locked.