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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: |
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-15-2011, 07:03 AM |
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Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-14-2011, 07:47 AM |
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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... |
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-12-2011, 12:44 PM |
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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)
... |
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-12-2011, 11:48 AM |
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Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-12-2011, 10:46 AM |
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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... |
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Ethril |
Custom Stories, TCs & Mods
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15 |
16,011 |
01-12-2011, 07:53 AM |
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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... |
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Ethril |
Custom Stories, TCs & Mods
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11 |
10,526 |
01-12-2011, 03:27 AM |