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    Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...

(01-14-2011, 08:04 PM)Frontcannon Wrote: Work with debug messages to check if the KeyOnDoor function is ever called! sorry if this is a stupid question but how do I check debug message hehe :huh:
Ethril Custom Stories, TCs & Mods 11 10,526 01-15-2011, 07:03 AM
    Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...

Bump for great justice!
Ethril Custom Stories, TCs & Mods 11 10,526 01-14-2011, 07:47 AM
    Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...

(01-12-2011, 12:27 PM)Neatherblade Wrote: The door you have in the editor is named OldDoor aswell? yes, It is a cellar door and I renamed it in the editor as OldDoor it is marked as active and it i...
Ethril Custom Stories, TCs & Mods 11 10,526 01-12-2011, 12:44 PM
    Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...

(01-12-2011, 11:10 AM)Neatherblade Wrote: void OnStart() { AddUseItemCallback("", "R01_Key1", "mansion_1", "KeyOnDoor", true); } void KeyOnDoor(string &in asItem, string &in asEntity) ...
Ethril Custom Stories, TCs & Mods 11 10,526 01-12-2011, 11:48 AM
    Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...

any one :(?
Ethril Custom Stories, TCs & Mods 11 10,526 01-12-2011, 10:46 AM
    Thread: How to make encounters?
Post: RE: How to make encounters?

I tried doing the same as Sacroid with trying to make a zombie spawn if an area of type script is touched but no matter how I do so he just won't spawn? I have his active boxed ticked off. I have unti...
Ethril Custom Stories, TCs & Mods 15 16,011 01-12-2011, 07:53 AM
  Sad Thread: Of Keys and Locked doors...
Post: Of Keys and Locked doors...

Hi guys! was wondering if you could help me with some scripting. I have been trying to get a certain locked door to be opened by a key. However, the key doesn't open the door nor will the door stay lo...
Ethril Custom Stories, TCs & Mods 11 10,526 01-12-2011, 03:27 AM