(05-27-2011, 03:08 PM)teddifisk Wrote: Then you are doing something wrong send us the WHOLE script and let us see?
Well if you absolutely want it, then here it is:
//===========================================
// Starter's Script File!
//===========================================
//===========================================
// This runs when the map first starts
void OnStart()
{
AddUseItemCallback("UseKeyOnDoor", "key_tomb_rusty_2", "level_wood_1", "UseKeyOnDoor", true);
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
AddTimer("", 52.0f, "Door_Timer");
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
//===========================================
/////////////////////////////////
//LAST DOOR//
void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocked", "unlock_door", asEntity, 0.0f, false);
GiveSanityBoostSmall();
SetLevelDoorLocked(asEntity, false);
RemoveItem(asItem);
CompleteQuest("02LockedDoosr", "02LockedDoor");
}
//LAST DOOR//
///////////////////////////////
///////////////////////////////
// START SWING DOOR
void Door_timer(string &in asTimer)
{
SetSwingDoorLocked("BruteDoor_1", false, true);
}
For the record, LAST DOOR is a door that leads to another map, but the code is taken from another script. LevelDoors is oddly easier to work with.