A Tricky Carnie 
 
 
		
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Quick Question about level doors. 
			 
			
				Hi, I'm working on a Custom Story ( Suprise!) and I have a locked Level door and I want to make sure my script is correct, so the door can be unlocked, so here it is:
 Quote://////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true); 
AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnDoor", true); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
	SetSwingDoorLocked("mansion_1", false, true); 
	PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false); 
	RemoveItem("key_2"); 
	 
} 
void SetLevelDoorLocked(string& asName, bool abLocked) 
{ 
	SetLevelDoorLocked("level_celler_1", false, true); 
	PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false); 
	RemoveItem("Key_3"); 
} 
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{ 
 
} 
And on a somewhat related note, how do I name a level door, and how do I set text for when any kind of door is locked?
 
Thanks in advance
			  
			
			
 
			
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	| 09-06-2011, 01:43 AM  | 
	
		
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		Tanshaydar 
 
 
		
			From Beyond 
			
			
			
 
			
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RE: Quick Question about level doors. 
			 
			
				//////////////////////////// 
 // Run when entering map 
 void OnEnter() 
 { 
 AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true); 
AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnLevelDoor", true); 
 } 
 void KeyOnDoor(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("mansion_1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false); 
 RemoveItem("key_2"); 
 
} 
 void KeyOnLevelDoor(string &in asItem, string &in asEntity) 
 { 
 SetLevelDoorLocked("level_celler_1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false); 
 RemoveItem("key_3"); 
 } 
 //////////////////////////// 
 // Run when leaving map 
 void OnLeave() 
 { 
 
 }
  
You can set texts in level editor, level door entity settings. You need to specify category and entry from your language file.
			  
			
			
 
			
				
(This post was last modified: 09-06-2011, 01:49 AM by Tanshaydar.)
 
				
			 
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	| 09-06-2011, 01:48 AM  | 
	
		
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		A Tricky Carnie 
 
 
		
			Member 
			
			
			
 
			
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RE: Quick Question about level doors. 
			 
			
				 (09-06-2011, 01:48 AM)Tanshaydar Wrote:  //////////////////////////// 
 // Run when entering map 
 void OnEnter() 
 { 
 AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true); 
AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnLevelDoor", true); 
 } 
 void KeyOnDoor(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("mansion_1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false); 
 RemoveItem("key_2"); 
 
} 
 void KeyOnLevelDoor(string &in asItem, string &in asEntity) 
 { 
 SetLevelDoorLocked("level_celler_1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false); 
 RemoveItem("key_3"); 
 } 
 //////////////////////////// 
 // Run when leaving map 
 void OnLeave() 
 { 
 
 }
  
 
You can set texts in level editor, level door entity settings. You need to specify category and entry from your language file. thanks for the help. 
			  
			
			
 
			
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	| 09-06-2011, 01:57 AM  | 
	
		
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