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Full Version: Door to new map and locked door message HELP
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So, im trying to understand how I can script a door so that when you click on it, it takes you to a new map. I also need to know how I can make a message when I try to interact with the locked door so it says 'This one is locked' or something in that trend... Can somebody help me?
(07-28-2011, 09:09 AM)ZyLogicX Wrote: [ -> ]So, im trying to understand how I can script a door so that when you click on it, it takes you to a new map. I also need to know how I can make a message when I try to interact with the locked door so it says 'This one is locked' or something in that trend... Can somebody help me?

Sure this is easy one. You dont need script anything just look this tutorial.

http://www.frictionalgames.com/forum/thread-4782.html

Your second problem is easy too go to editor "mark the "Locked" part.

"Player InteractCallback" box write here like "Locked0"

and "mark under that "PlayerInteractCallBackAutoRemix" this means he wont ask again when you locked or opened that door "works with normal doors not level"

and then write hps file this.

void Locked0(string &in asEntity)
{
SetMessage("Message", "Locked", 0);
}


then write your extra_english.lang file this.

<CATEGORY Name="Message">
<Entry Name="Locked">Locked. Find something sharp to unlock that door.</Entry>
</CATEGORY>

It works for me. Try that Smile
(07-28-2011, 10:12 AM)HumiliatioN Wrote: [ -> ]
(07-28-2011, 09:09 AM)ZyLogicX Wrote: [ -> ]So, im trying to understand how I can script a door so that when you click on it, it takes you to a new map. I also need to know how I can make a message when I try to interact with the locked door so it says 'This one is locked' or something in that trend... Can somebody help me?

Sure this is easy one. You dont need script anything just look this tutorial.

http://www.frictionalgames.com/forum/thread-4782.html

Your second problem is easy too go to editor "mark the "Locked" part.

"Player InteractCallback" box write here like "Locked0"

and "mark under that "PlayerInteractCallBackAutoRemix" this means he wont ask again when you locked or opened that door "works with normal doors not level"

and then write hps file this.

void Locked0(string &in asEntity)
{
SetMessage("Message", "Locked", 0);
}


then write your extra_english.lang file this.


Locked. Find something sharp to unlock that door.


It works for me. Try that Smile
this was helpful, but what if i need to have two doors with a description? :O