I knew this already! and i had this in one of my old custom Storiess (deleted)
but i really forgot How to do this!
i tried everything ?
my door namei s
CellarDoor
I put it in LANG ENGLISH file.. Under SIGNS
but i don't see a coming text ??
I know this for Level doors... They have Like Text Cat blabla so i can do that... but i really forgot this one... I tried everything
Screenshot the "entity" tab of your door and post your lang file please.
The category for your door MUST be "Levels".
huh... the place SIGN is good to ? right...
so if i click on a Door (level) i can get the message i write... but
it doesn't work on the SWING doors... the normal doors... Here a Picture...
And my Lang fiel (only the SIGN place)
PHP Code:
<CATEGORY Name="Sign">
<Entry Name="Door">The door is locked.</Entry>
<Entry Name="Door2">This door is locked. I think i can go to the Mall through this house..</Entry>
<Entry Name="CellarDoor">The boards are blocking the door. Maybe i need a hammer?</Entry>
<Entry Name="CellarDoor2">The door doesn't have a lock? So i don't need a key for it. But what do i need then?</Entry>
<Entry Name="Sign">I don't have to go upstairs.</Entry>
<Entry Name="Sign2"></Entry>
<Entry Name="Sign3"></Entry>
<Entry Name="Sign4"></Entry>
<Entry Name="Sign5"></Entry>
<Entry Name="Sign6"></Entry>
<Entry Name="Sign7">The tv is red. That means the electricity is off. you can turn it on in the basement. (if the tv is green it means the electricity is on.)</Entry>
<Entry Name="Sign8">Machine Parts.</Entry>
The only Thing i need to get on my screen is the
CellarDoor
( the other sign things 2,3,4,5,6 Are Unused (deleted)
Oh okay - Swing Doors.
What we do here is use SetMessage();
We check if the door is locked, and then if so, display a message, otherwise, we do not.
This should work, if placed in the appropriate callback function. The one we would use is SetPlayerEntityInteractCallback, or PlayerInteractCallback as used in the Level Editor.
PHP Code:
if(GetSwingDoorLocked(<door_name>) == true)
{
SetMessage("Sign", "CellarDoor", 0);
}
Using this, we find out if the door is locked. If so, it will display the message in CellarDoor. Just make sure to change <door_name> to the name of your door in the Level Editor, from the General tab.
Ninjaaaaa.
Might as well put asEntity in the check locked question.
Thanks... but i got an other problem?
it says on the first time Unexpected token IF
and if i delete that there will come Expected ;
and if i do that it says Unexpected {
... Where do i have to play ?! and my first function is this :
SetEntityPlayerInteractCallback("CellarDoor", "GetSwingDoorLocked", false);
if(GetSwingDoorLocked2(<CellarDoor>) == true)
{
SetMessage("Sign", "CellarDoor", 0);
}
There's no int script named GetSwingDoorLocked2 and <CellarDoor> needs to be written with quotes ("CellarDoor")
Code:
if(GetSwingDoorLocked("CellarDoor") == true)
but i have 2 Cellar Doors.. the first is named GetSwingDoorLocked the second GetSwingDoorLocked2
so that isi mpossible?
Edit : i did it. It tells Unexpected IF
(the Sentence where if(GetSwingDoorLocked("CellarDoor") == true) is.
Just do two GetSwingDoorLocked? It doesn't matter if there's two existing already.
w but i still get the same Error.
Unexpected IF...