Hi, I'm having a scripting problem with my .HPS file. It involves opening two separate doors with 1. a crowbar, and 2. a key. Extra Info: my map is called
Dugeion (I know), my key is called
Prison Key my door is called
Prison Door(Key)
. My crowbar is called
crowbar_1 my door is called
prison_1(crowbar). Here is the text(Crowbar).
////////////////////////////
// Run when the map starts
void OnStart()
{
AddUseItemCallback("", "crowbar_1", "prison_1", "UsedCrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "ScriptArea_1", "CollideAreaBreakDoor", true, 1);
}
void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
{
AddTimer("", 0.2, "TimerSwitchShovel");
RemoveItem("crowbar_1");
}
void TimerSwitchShovel(string &in asTimer)
{
PlaySoundAtEntity("","puzzle_place_jar.snt", "", 0, false);
SetEntityActive("crowbar_joint_1", true);
}
void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
{
AddPlayerSanity(25);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
SetSwingDoorLocked("prison_1", false, true);
AddPropImpulse("prison_1", 0, 0, -50, "World");
SetSwingDoorDisableAutoClose("prison_1", true);
SetSwingDoorClosed("prison_1", false, false);
SetMoveObjectState("prison_1", 1);
PlaySoundAtEntity("","break_wood_metal", "AreaBreakEffect", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood", "AreaBreakEffect", false);
SetEntityActive("crowbar_joint_1", false);
SetLocalVarInt("Door", 1);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
and for key
////////////////////////////
// Run when the map starts
void OnStart()
{
AddUseItemCallback("", "Prison Key", "Prison Door", "KeyOnDoor", true);
}
void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(Prison Key);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
Hopefully you can help,
-wagiwombledog