Ok, I think I got it right - haven't tested it yet though. One more question, since I have it so the message will appear when I interact with the locked door, will it stop showing the message once I get it unlocked?
EDIT: Nope, I couldn't get it to work, though it looked like it should have... My script looks like this:
void CollideCellarGruntTrigger2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("cellargrunt2", true);
AddEnemyPatrolNode("cellargrunt2", "PathNodeArea_96", 0, "");
SetSwingDoorClosed("cellar_wood01_2", true, true);
SetSwingDoorLocked("cellar_wood01_2", true, true);
SetEntityPlayerInteractCallback("cellar_wood01_2", "AddMessage1", false);
AddEntityCollideCallback("Player", "PlayerGruntNotice1", "CollidePlayerGruntNotice1", true, 0);
}
void AddMessage1(string &in asParent, string &in asChild, int alState)
{
SetMessage("Messages", "DoorLocked", 0);
}
And my extra_english.lang where I have the message info looks like this:
<CATEGORY Name="Messages">
<Entry Name="DoorLocked">It won't open, it's locked.</Entry>
</CATEGORY>
EDIT2: I also tried changing the "false" in the PlayerInteractCallback to "true", but still no luck.