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Full Version: Locking Doors ,Give Item ,and Lights
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I'm trying to make a script where the player can lock and unlock the same door. But when I lock it, it doesn't lock the door. Here's my script :
PHP Code:
void OnStart()
{
AddUseItemCallback("""key_study""mansion_1""UseKeyOnDoor01"true);
}
void UseKeyOnDoor01(string &in asItemstring &in asEntity)
{
SetSwingDoorLocked("mansion_1"falsetrue);
PlaySoundAtEntity("""unlock_door.snt""mansion_1"0.0ftrue);
AddUseItemCallback("""key_study""mansion_1""LockDoor01"true);
}

void LockDoor01(string &in asItemstring &in asEntity)
{
SetSwingDoorLocked("mansion_1"falsetrue);
PlaySoundAtEntity("""lock_door.snt""mansion_1"0true);
AddUseItemCallback("""key_study""mansion_1""UseKeyOnDoor01"true);

When I give the study key using the "GiveItem" Script, the picture on the inventory is like this :
[Image: amnesia2013012216031325.jpg]

And I want to make a script where the player can interact with a candle to turn it off if it's lit. I've searched on the engine scripts and I didn't found anything about turning off candles.
For the lock&unlock
Code:
void OnStart()
{
AddUseItemCallback("", "key_study", "mansion_1", "UseKeyOnDoor01", false);
}


void UseKeyOnDoor01(string &in asItem, string &in asEntity)
{

if(GetSwingDoorLocked("mansion_1") == true)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "lock_door.snt", "mansion_1", 0, true);
}

if(GetSwingDoorLocked("mansion_1") == false)
{
SetSwingDoorLocked("mansion_1", true, true);
PlaySoundAtEntity("", "lock_door.snt", "mansion_1", 0, true);
}
}

Could you show me your "GiveItem" line?
Here :
PHP Code:
void OnStart()
{
GiveItem("key_study""""key_study""key_study_height.tga"0);

key_study_height.tga does not sound like a .tga file.


Isn't it just key_study.tga?
(01-22-2013, 11:56 AM)BeeKayK Wrote: [ -> ]key_study_height.tga does not sound like a .tga file.


Isn't it just key_study.tga?

Lol. It works now
void SetLampLit(string& asName, bool abLit, bool abEffects);
(Un)lits a lamp.
asName - Name of the lamp
abLit - Set true if you want the lamp to be lit, set to false if you want the lamp to be unlit
abEffects - If you want to have the lamp fade in/out when it gets (un)lit
(01-22-2013, 12:39 PM)BeeKayK Wrote: [ -> ]void SetLampLit(string& asName, bool abLit, bool abEffects);
(Un)lits a lamp.
asName - Name of the lamp
abLit - Set true if you want the lamp to be lit, set to false if you want the lamp to be unlit
abEffects - If you want to have the lamp fade in/out when it gets (un)lit

Yeah it all works now. Thanks !
By the way, is it possible to unlock the door if I lock it ?
Just use the key again? Smile
(01-22-2013, 12:48 PM)BeeKayK Wrote: [ -> ]Just use the key again? Smile

It doesn't work. Oh yeah, I made the door locked in the level editor Big Grin
Weird it should work. Does anything happen to the door? Does the sound play?
Does it say "Cannot use item this way"?
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