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		| A Tricky Carnie   Member
 
 Posts: 72
 Threads: 15
 Joined: Sep 2011
 Reputation: 
0
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			| Quick Question about level doors. 
 
				Hi, I'm working on a Custom Story (Suprise! ) and I have a locked Level door and I want to make sure my script is correct, so the door can be unlocked, so here it is:
 Quote:////////////////////////////// Run when entering map
 void OnEnter()
 {
 AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnDoor", true);
 }
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 RemoveItem("key_2");
 
 }
 void SetLevelDoorLocked(string& asName, bool abLocked)
 {
 SetLevelDoorLocked("level_celler_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false);
 RemoveItem("Key_3");
 }
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
And on a somewhat related note, how do I name a level door, and how do I set text for when any kind of door is locked?
 
Thanks in advance
			
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	| 09-06-2011, 01:43 AM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
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			| RE: Quick Question about level doors. 
 
				////////////////////////////// Run when entering map
 void OnEnter()
 {
 AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnLevelDoor", true);
 }
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 RemoveItem("key_2");
 
 }
 void KeyOnLevelDoor(string &in asItem, string &in asEntity)
 {
 SetLevelDoorLocked("level_celler_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false);
 RemoveItem("key_3");
 }
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
You can set texts in level editor, level door entity settings. You need to specify category and entry from your language file.
			 
 
				
(This post was last modified: 09-06-2011, 01:49 AM by Tanshaydar.)
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	| 09-06-2011, 01:48 AM |  |  
	
		| A Tricky Carnie   Member
 
 Posts: 72
 Threads: 15
 Joined: Sep 2011
 Reputation: 
0
 | 
			| RE: Quick Question about level doors. 
 
				 (09-06-2011, 01:48 AM)Tanshaydar Wrote:  ////////////////////////////// Run when entering map
 void OnEnter()
 {
 AddUseItemCallback("", "key_2", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_3", "level_celler_1", "KeyOnLevelDoor", true);
 }
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 RemoveItem("key_2");
 
 }
 void KeyOnLevelDoor(string &in asItem, string &in asEntity)
 {
 SetLevelDoorLocked("level_celler_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false);
 RemoveItem("key_3");
 }
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 You can set texts in level editor, level door entity settings. You need to specify category and entry from your language file.
 thanks for the help. 
			 
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	| 09-06-2011, 01:57 AM |  |  |