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Script Help Two doors, one key?
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#4
RE: Two doors, one key?

(03-27-2012, 12:04 AM)KamenRiderSun Wrote: Thanks, I'll change the callback names. I'm guessing there isn't a work-around way of having the key still be destroyed when used? I hoped to use that as a way of cutting the other route off, but I suppose I can either lock the door behind the player, or just get rid of the key altogether.

I'm not sure if i was understood, but i intended "internal names" to differ from "callback names." Also, you would need local map variables and an extra function to check if the key has unlocked both doors and, if so, remove the key from inventory.

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Messages In This Thread
Two doors, one key? - by KamenRiderSun - 03-26-2012, 10:47 PM
RE: Two doors, one key? - by Your Computer - 03-26-2012, 11:07 PM
RE: Two doors, one key? - by KamenRiderSun - 03-27-2012, 12:04 AM
RE: Two doors, one key? - by Your Computer - 03-27-2012, 12:17 AM
RE: Two doors, one key? - by KamenRiderSun - 03-27-2012, 12:23 AM



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