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Crowbar Issue (Almost there!)
Tiiwh Offline
Junior Member

Posts: 47
Threads: 6
Joined: Nov 2011
Reputation: 1
#1
Exclamation  Crowbar Issue (Almost there!)

Hi Rolleyes
So I am having a bit of a problem with my crowbar that is supposed to unlock a door and then shut it open. I know there is a lot of threads of people having crowbar issues, but I have read every single one I have found but it still doesn't work the way I want. I have come to the point where I can put the crowbar between the wall and the door, but then it just unlocks itself BEFORE I have pulled it to the script area. And the crowbar just stays there in the door and I can open it, I want to drag it and then make the door open, also the sound of the door being unlocked is also appearing to fast. Please help me with this Angel
Here is my script about the crowbar:
void OnStart()
{
StopMusic(0, 1);
AddEntityCollideCallback("Player", "Locked_Desktop_Area", "GetDesktopQuest", true, -1);
AddEntityCollideCallback("Player", "Sound_Area1", "GetSound_Area1", true, 1);
AddTimer("Water_Objects", 0.01, "FloatObjects");

AddUseItemCallback("", "crowbar_1", "prison_locked", "CrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "door_script_1", "crowbarfunc", true, 1);
}
void CrowbarOnDoor(string &in asItem, string &in asEntity)
{
SetEntityActive("crowbar_joint_1", true);
SetSwingDoorLocked("prison_locked", true, false);
PlaySoundAtEntity("", "unlock_door", "prison_locked", 0, false);
RemoveItem("crowbar_1");
}
void crowbarfunc(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("prison_locked", 0.0f);
SetEntityActive("crowbar_joint_1", false);
SetEntityActive("crowbar_dyn_1", true);
}
__
Please help ~

[Image: deaceaf76907.gif]
(This post was last modified: 03-01-2012, 02:57 PM by Tiiwh.)
01-01-2012, 05:35 PM
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Messages In This Thread
Crowbar Issue (Almost there!) - by Tiiwh - 01-01-2012, 05:35 PM
RE: Crowbar Issue (Almost there!) - by flamez3 - 01-01-2012, 05:41 PM
RE: Crowbar Issue (Almost there!) - by Tiiwh - 01-01-2012, 11:24 PM



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