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Script Help Lever Puzzle Help
RurouniMori Offline
Junior Member

Posts: 11
Threads: 3
Joined: Apr 2013
Reputation: 0
#7
RE: Lever Puzzle Help

Okay, so I got it all in there, I edited to fit my script and map.

The levers go into a position and lock, that's exactly what I want. If you move them in the wrong order, it resets and makes the sounds I want. BUT it does not do as I want when it IS in the right order. It just resets. Did I miss something?

Again, what I want to happen, is the painting I have to move, the key to be made active, and fall out.

OnEnter Script:
Quote:SetLocalVarInt("Lever",0);
SetLocalVarInt("Correct",0);
SetEntityConnectionStateChangeCallback("lever1", "LeverCallback");
SetEntityConnectionStateChangeCallback("lever2", "LeverCallback");
SetEntityConnectionStateChangeCallback("lever3", "LeverCallback");

Main Script:
Quote:void LeverCallback(string &in asEntity, int alState)
{
if(alState == 1)
{

if(GetLocalVarInt("Lever") == 0)
{
if(asEntity == "lever1")
{
SetLeverStuckState("lever1", 1, true);
AddLocalVarInt("Lever",1);
}

else if(asEntity == "lever2")
{
AddLocalVarInt("Correct",1);
SetLeverStuckState("lever2", 1, true);
AddLocalVarInt("Lever",1);
}

else if(asEntity == "lever3")
{
SetLeverStuckState("lever3", 1, true);
AddLocalVarInt("Lever", 1);
}
}

else if(GetLocalVarInt("Lever") == 1)
{
if(asEntity == "lever1")
{
SetLeverStuckState("lever1", 1, true);
AddLocalVarInt("Lever",1);
}

else if(asEntity == "lever2")
{
SetLeverStuckState("lever2", 1, true);
AddLocalVarInt("Lever",1);
}

else if(asEntity == "lever3")
{
SetLeverStuckState("lever3", 1, true);
AddLocalVarInt("Lever", 1);
AddLocalVarInt("Correct",1);
}
}
else if(GetLocalVarInt("Lever") == 2)
{
if(asEntity == "lever1")
{
SetLeverStuckState("lever1", 1, true);
AddLocalVarInt("Correct",1);
CheckLever();
}

else if(asEntity == "lever2")
{
SetLeverStuckState("lever2", 1, true);
CheckLever();
}

else if(asEntity == "lever3")
{
SetLeverStuckState("lever3", 1, true);
CheckLever();
}
}
}
}
void CheckLever()
{
if(GetLocalVarInt("Correct") == 3)
{
SetPlayerSanity(90);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
AddPropForce("themaiden", 200, 0, 0, "mylordscurse_1");
AddTimer("", 2, "PaintingMove");
}

else
{
PlaySoundAtEntity("","level_wood_min_max01.snt", "lever1", 0, false);
PlaySoundAtEntity("","level_wood_min_max01.snt", "lever2", 0, false);
PlaySoundAtEntity("","level_wood_min_max01.snt", "lever3", 0, false);
SetLeverStuckState("lever1",0,true);
SetLeverStuckState("lever2",0,true);
SetLeverStuckState("lever3",0,true);
SetLocalVarInt("Correct",0);
SetLocalVarInt("Lever",0);
}
}
void PaintingMove(string &in asTimer)
{
SetEntityActive("chapter2key", true);
AddPropForce("chapter2key", 0, -200, 0, "mylordscurse_1");
PlaySoundAtEntity("", "25_drop_key.snt", "chapter2key", 0, false);
}
05-10-2013, 02:46 AM
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Messages In This Thread
Lever Puzzle Help - by RurouniMori - 05-09-2013, 10:05 PM
RE: Lever Puzzle Help - by Tomato Cat - 05-09-2013, 11:08 PM
RE: Lever Puzzle Help - by RurouniMori - 05-09-2013, 11:22 PM
RE: Lever Puzzle Help - by PutraenusAlivius - 05-10-2013, 12:10 AM
RE: Lever Puzzle Help - by Tomato Cat - 05-10-2013, 12:27 AM
RE: Lever Puzzle Help - by RurouniMori - 05-10-2013, 01:37 AM
RE: Lever Puzzle Help - by RurouniMori - 05-10-2013, 02:46 AM
RE: Lever Puzzle Help - by Tomato Cat - 05-10-2013, 02:59 AM
RE: Lever Puzzle Help - by RurouniMori - 05-10-2013, 03:07 AM
RE: Lever Puzzle Help - by Tomato Cat - 05-10-2013, 03:20 AM



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