Of Keys and Locked doors... - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Of Keys and Locked doors... (/thread-6171.html) Pages:
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RE: Of Keys and Locked doors... - Vradcly - 02-04-2011 I just noticed that there is a different function you have to call for a leveldoor and a swingdoor, you say this door leads to a cellar?, Then you probably did the same mistake as me, SetLevelDoorLocked("OldDoor", false); is what you are looking for... RE: Of Keys and Locked doors... - D3AD UPR1S1NG - 04-22-2011 (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! 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 |