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Of Keys and Locked doors...
D3AD UPR1S1NG Offline
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Posts: 64
Threads: 21
Joined: Apr 2011
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#12
RE: Of Keys and Locked doors...

(01-15-2011, 07:03 AM)Ethril Wrote:
(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

Hey I think I know what you need to do because I had the same problem and managed to sort it

Step 1: Rename your door something like first door without any Numbers, Spaces or _'s so something like the one on my map "FirstDoor

Step 2: In the editor make sure the door is set to locked.

Step 3: Make sure in your script all the names are right and match up to entites in your map.

Step 4: Playtest it the door should be locked up until you get the key then use it on the door and voila mission accomplished.

Hope It Helps Big Grin
04-22-2011, 01:39 AM
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Messages In This Thread
Of Keys and Locked doors... - by Ethril - 01-12-2011, 03:27 AM
RE: Of Keys and Locked doors... - by Ethril - 01-12-2011, 10:46 AM
RE: Of Keys and Locked doors... - by Neatherblade - 01-12-2011, 11:10 AM
RE: Of Keys and Locked doors... - by Ethril - 01-12-2011, 11:48 AM
RE: Of Keys and Locked doors... - by Neatherblade - 01-12-2011, 12:27 PM
RE: Of Keys and Locked doors... - by Ethril - 01-12-2011, 12:44 PM
RE: Of Keys and Locked doors... - by Ethril - 01-14-2011, 07:47 AM
RE: Of Keys and Locked doors... - by Frontcannon - 01-14-2011, 08:04 PM
RE: Of Keys and Locked doors... - by Ethril - 01-15-2011, 07:03 AM
RE: Of Keys and Locked doors... - by D3AD UPR1S1NG - 04-22-2011, 01:39 AM
RE: Of Keys and Locked doors... - by Andross - 01-15-2011, 07:07 AM
RE: Of Keys and Locked doors... - by Vradcly - 02-04-2011, 12:30 AM



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