For some reason it wont work, it just says I cant use the item here. Here is my inventory code just for reference:
//COMBINE HAMMER//
////////////////////
void hammer_chipper(string &in asItemA, string &in asItemB)
{
PlayGuiSound("15_make_hammer", 1.0f);
RemoveItem(asItemA); RemoveItem(asItemB);
GiveItem("stone_hammer_chipper", "Puzzle", "stone_hammer_chipper", "stone_hammer_chipper.tga", 0);
}
////////////////////////////
// Run at the start of the game.
void OnGameStart()
{
/////HAMMER & CHIPPER COMBO/////
AddCombineCallback("hammer_chipper", "hammer_1", "chipper_1", "hammer_chipper", false);
}
And how I used your code:
void OnStart()
{
AddUseItemCallback("", "hammer_chipper", "RustyLock", "DoorUnlockAnim", true);
}
void DoorUnlockAnim(string &in asItem, string &in asEntity)
{
SetPropHealth("RustyLock", 5.0f); //Door is hit with damage too as you explained it. Change doorname to what ever your door's name is.
SetSwingDoorLocked("RustyLock", false, false); //Change doorname to whatever your door's name is.
PlaySoundAtEntity("", "break_wood_metal.snt", "Player", 0.0f, false); //Change LOCKBREAK.snt to the sound of a lock broken with the extension .snt.
SetEntityActive("hammer_1", true); //Hammer.
SetEntityActive("chipper_1", true); //Chipper.
AddTimer("", 1.4f, "HammerChipperMove");
}
void HammerChipperMove(string &in asTimer)
{
SetMoveObjectState("hammer_1", 0.40);
SetMoveObjectState("chipper_1", 0.40);
AddTimer("", 1.1f, "HammerChipperMove2");
}
void HammerChipperMove2(string &in asTimer)
{
SetMoveObjectState("hammer_1", 0.1f);
SetMoveObjectState("chipper_1", 0.1f);
AddTimer("", 0.5f, "TimerLoop");
}
void TimerLoop(string &in asTimer)
{
AddTimer("", 0.2f, "HammerChipperMove");
AddTimer("", 0.3f, "HammerChipperMove2");
AddTimer("", 2.4f, "HammerChipperEnd"); //Change 2.4f to how long you want the smashing process to endure.
}
void HammerChipperEnd(string &in asTimer)
{
SetEntityActive("hammer_1", false);
SetEntityActive("chipper_1", false);
RemoveTimer("HammerChipperMove");
RemoveTimer("HammerChipperMove2");
}
^I removed the lock from it as I only have a Cellar door, not a gate with the lock prop.