Script help for level door - 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 - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Script help for level door (/thread-20263.html) |
Script help for level door - afroduckie - 02-10-2013 This is the script for a locked level door. the key you need is level_4_key. It is supposed to activate a grunt when the door is unlocked (as a scare). void UseKey(string &in asItem, string &in asEntity) { AddUseItemCallback("", "level_4_key", "level4", "UsedKeyOnDoor", true); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetLevelDoorLocked("level4", true); PlaySoundAtEntity("", "unlock_door", "level4", 0, false); RemoveItem("level_4_key"); SetEntityActive("servant_grunt", true); } Where did I go wrong? RE: Script help for level door - NaxEla - 02-10-2013 Put Code: AddUseItemCallback("", "level_4_key", "level4", "UsedKeyOnDoor", true); Like this: PHP Code: void OnStart() RE: Script help for level door - No Author - 02-10-2013 I thought unlocking level doors use a different script. EDIT : Never mind. RE: Script help for level door - NaxEla - 02-10-2013 Oh, I also just realized: In this line of your code: Code: SetLevelDoorLocked("level4", true); @No Author Swing doors use SetSwingDoorLocked, and level doors use SetLevelDoorLocked. So, yes, they do use slightly different functions. RE: Script help for level door - No Author - 02-10-2013 (02-10-2013, 02:43 AM)NaxEla Wrote: Oh, I also just realized: In this line of your code: Lol. I didn't read it clearly in the first place. I really need to improve my reading. RE: Script help for level door - afroduckie - 02-10-2013 (02-10-2013, 02:56 AM)No Author Wrote:(02-10-2013, 02:43 AM)NaxEla Wrote: Oh, I also just realized: In this line of your code: I did notice that. Thanks for pointing it out. |