Well, it would be this:
///Let's get serious! There will be three buttons
void OnStart() //This can depend, if player can only be one time in the map and it cannot exit without doing the puzzle this is the function. For others, Enter.
{
///Interactions with areas
///I will do the things for the right buttons here
SetPlayerInteractCallback("Area_3", "Call", false);
SetPlayerInteractCallback("Area_2", "Call", false);
SetPlayerInteractCallback("Area", "Call", false);This will make the area always interactable
}
void Call (string &in asEntity)
{
AddLocalVarInt("Buttonsyay", 1); //Assuming this button is the correct one
Checkdabuttons();
}
void Checkdabuttons()
{
if (GetLocalVarInt("Buttonsyay", 3);
{
//Do the stuff you want done when good buttons are pressed
}
}
Of course, this is just the good combination. The bad combination would be a lot of "if"'s and "else"'s.