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		| Grimm101   Junior Member
 
 Posts: 12
 Threads: 3
 Joined: Dec 2011
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0
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			| It wont budge 
 
				Hey guys, I've got another question for you if you don't mind answering. I got what i wanted from the door but once it has slammed shut I want it to lock. I have done this but now when the player tries to open the door again I want it to say "It wont budge. I have managed to get it to say that but currently it says it when it is unlocked and when it is locked from the start. I need it to display the message AFTER it has been locked again when the area effects take place. My code is below :-) Thanks in advance. ////////////////////////////////// Run when starting the map
 void OnStart()
 ////////////////////////////////
 // Entities
 {
 SetPlayerLampOil(25.0f); //Sets player lamp oil to 25% full from start
 AddUseItemCallback("", "Bedroom_Key", "Bedroom_Key_Door", "UsedKeyOnDoor", true); //Assigns the key to the door and sets the action of this as UsedKeyOnDoor
 AddEntityCollideCallback("Player", "DoorCloseArea1", "DoorCloseBang", true, 1); //Declaring when a player walks into an area called "DoorCloseArea1" Deletes the possibility of it happening again so it can only happen once: Number = 1 for player enters. -1 for when player leaves. 0 for both
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity) //Declaring the Key as a string
 {
 SetSwingDoorLocked("Bedroom_Key_Door", false, true); //Sets what door the key works on and it can only be used once
 PlaySoundAtEntity("", "unlock_door", "Bedroom_Key_Door", 0, false); //Plays sound when the key is used on the door
 RemoveItem("Bedroom_Key"); //Removes the key after it has been used
 }
 
 void DoorCloseBang(string &in asParent, string &in asChild, int alState) //Sets up the variable for the door close bang entity
 {
 SetSwingDoorClosed("Bedroom_Key_Door", true, true); //Closes a swing door: Effects indicate true to see the door close
 SetSwingDoorLocked("Bedroom_Key_Door", true, true); //Locks the door once the player has entered the area after the slam
 PlaySoundAtEntity("", "03_amb_library", "Bedroom_Key_Door", 0, false); //Starts the sounds of someone being in a library making some book noises and movement
 PlaySoundAtEntity("", "24_bang", "Bedroom_Key_Door", 0, false); //Create banging on the door sound when the door shuts
 PlaySoundAtEntity("", "react_scare", "Bedroom_Key_Door", 0, false); //Player breathes heavily after this has taken place
 PlaySoundAtEntity("", "24_burn", "Bedroom_Key_Door", 0, false); //Creates a scream at the time of the door slamming and banging
 SetPlayerSanity(0.0f); //Makes player sanity 3 dots to add to a blur effect
 FadePlayerFOVMulTo(0.85f, 5.0f); //Zooms in the screen adding to the wobble effect
 FadePlayerAspectMulTo(0.85f, 1.0f); //Stretches the screen giving wobble effect
 FadeImageTrailTo(1.0f, 1.0f); //Adds blur making the wobble effect better
 StartPlayerLookAt("Bedroom_Key_Door", 10.0f, 10.0f, ""); //Makes the player look at the bedroom door
 AddTimer("", 2.0f, "StopLooking"); //timer to stop looking at the door after 2 seconds
 }
 
 void StopLooking(string &in asTimer) //Sets a variable to stop the player looking
 {
 StopPlayerLookAt(); //Stop looking at the door
 FadePlayerFOVMulTo(1.0f, 5.0f); //Sets the players FOV Multiplier back to normal = 1
 FadePlayerAspectMulTo(1.0f, 5.0f); //Sets the Aspect Multiplier back to normal = 1
 FadeImageTrailTo(0.0f, 1.0f); //Removes blur
 SetPlayerSanity(100.0f); //Sets player sanity back to normal
 }
 void Locked0(string &in asEntity)
 {
 SetMessage("DoorMessages", "Locked_Door_Message", 0);
 }
 
 ////////////////////////////////
 // Run when entering the map
 void OnEnter()
 {
 }
 
 ////////////////////////////////
 // Run when leaving the map
 void OnLeave()
 {
 
 }
 
				
(This post was last modified: 12-23-2011, 08:59 PM by Grimm101.)
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	| 12-23-2011, 08:58 PM |  |  
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| RE: It wont budge 
 
				Instead of setting the door to have an interact function, make a script area around the door and put "Locked0" in it's interact callback box instead (MAKE SURE AUTO REMOVE IS CHECKED! or not if you want the message to keep appearing... Set the script area inactive and name the area: "slamdoortouch". Then go into your script and copy and paste this in place: 
//___________________________________________
 ////////////////////////////////// Run when starting the map
 void OnStart()
 ////////////////////////////////
 // Entities
 {
 SetPlayerLampOil(25.0f); //Sets player lamp oil to 25% full from start
 AddUseItemCallback("", "Bedroom_Key", "Bedroom_Key_Door", "UsedKeyOnDoor", true); //Assigns the key to the door and sets the action of this as UsedKeyOnDoor
 AddEntityCollideCallback("Player", "DoorCloseArea1", "DoorCloseBang", true, 1); //Declaring when a player walks into an area called "DoorCloseArea1" Deletes the possibility of it happening again so it can only happen once: Number = 1 for player enters. -1 for when player leaves. 0 for both
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity) //Declaring the Key as a string
 {
 SetSwingDoorLocked("Bedroom_Key_Door", false, true); //Sets what door the key works on and it can only be used once
 PlaySoundAtEntity("", "unlock_door", "Bedroom_Key_Door", 0, false); //Plays sound when the key is used on the door
 RemoveItem("Bedroom_Key"); //Removes the key after it has been used
 }
 
 void DoorCloseBang(string &in asParent, string &in asChild, int alState) //Sets up the variable for the door close bang entity
 {
 SetSwingDoorClosed("Bedroom_Key_Door", true, true); //Closes a swing door: Effects indicate true to see the door close
 SetSwingDoorLocked("Bedroom_Key_Door", true, true); //Locks the door once the player has entered the area after the slam
 PlaySoundAtEntity("", "03_amb_library", "Bedroom_Key_Door", 0, false); //Starts the sounds of someone being in a library making some book noises and movement
 PlaySoundAtEntity("", "24_bang", "Bedroom_Key_Door", 0, false); //Create banging on the door sound when the door shuts
 PlaySoundAtEntity("", "react_scare", "Bedroom_Key_Door", 0, false); //Player breathes heavily after this has taken place
 PlaySoundAtEntity("", "24_burn", "Bedroom_Key_Door", 0, false); //Creates a scream at the time of the door slamming and banging
 SetPlayerSanity(0.0f); //Makes player sanity 3 dots to add to a blur effect
 FadePlayerFOVMulTo(0.85f, 5.0f); //Zooms in the screen adding to the wobble effect
 FadePlayerAspectMulTo(0.85f, 1.0f); //Stretches the screen giving wobble effect
 FadeImageTrailTo(1.0f, 1.0f); //Adds blur making the wobble effect better
 StartPlayerLookAt("Bedroom_Key_Door", 10.0f, 10.0f, ""); //Makes the player look at the bedroom door
 AddTimer("", 2.0f, "StopLooking"); //timer to stop looking at the door after 2 seconds
 SetEntityActive("slamdoortouch", true);
 SetEntityInteractionDisabled("Bedroom_Key_Door", true);
 }
 
 void StopLooking(string &in asTimer) //Sets a variable to stop the player looking
 {
 StopPlayerLookAt(); //Stop looking at the door
 FadePlayerFOVMulTo(1.0f, 5.0f); //Sets the players FOV Multiplier back to normal = 1
 FadePlayerAspectMulTo(1.0f, 5.0f); //Sets the Aspect Multiplier back to normal = 1
 FadeImageTrailTo(0.0f, 1.0f); //Removes blur
 SetPlayerSanity(100.0f); //Sets player sanity back to normal
 }
 void Locked0(string &in asEntity)
 {
 SetMessage("DoorMessages", "Locked_Door_Message", 0);
 }
 
 ////////////////////////////////
 // Run when entering the map
 void OnEnter()
 {
 }
 
 ////////////////////////////////
 // Run when leaving the map
 void OnLeave()
 {
 
 }
 
I added:
 
void DoorCloseBang(string &in asParent, string &in asChild, int alState) //Sets up the variable for the door close bang entity 
{ 
SetSwingDoorClosed("Bedroom_Key_Door", true, true); //Closes a swing door: Effects indicate true to see the door close 
SetSwingDoorLocked("Bedroom_Key_Door", true, true); //Locks the door once the player has entered the area after the slam 
PlaySoundAtEntity("", "03_amb_library", "Bedroom_Key_Door", 0, false); //Starts the sounds of someone being in a library making some book noises and movement 
PlaySoundAtEntity("", "24_bang", "Bedroom_Key_Door", 0, false); //Create banging on the door sound when the door shuts 
PlaySoundAtEntity("", "react_scare", "Bedroom_Key_Door", 0, false); //Player breathes heavily after this has taken place 
PlaySoundAtEntity("", "24_burn", "Bedroom_Key_Door", 0, false); //Creates a scream at the time of the door slamming and banging 
SetPlayerSanity(0.0f); //Makes player sanity 3 dots to add to a blur effect 
FadePlayerFOVMulTo(0.85f, 5.0f); //Zooms in the screen adding to the wobble effect 
FadePlayerAspectMulTo(0.85f, 1.0f); //Stretches the screen giving wobble effect 
FadeImageTrailTo(1.0f, 1.0f); //Adds blur making the wobble effect better 
StartPlayerLookAt("Bedroom_Key_Door", 10.0f, 10.0f, ""); //Makes the player look at the bedroom door 
AddTimer("", 2.0f, "StopLooking"); //timer to stop looking at the door after 2 seconds
SetEntityActive("slamdoortouch", true);
SetEntityInteractionDisabled("Bedroom_Key_Door", true); 
}
			
				
(This post was last modified: 12-23-2011, 09:12 PM by Statyk.)
 |  |  
	| 12-23-2011, 09:11 PM |  |  
	
		| Grimm101   Junior Member
 
 Posts: 12
 Threads: 3
 Joined: Dec 2011
 Reputation: 
0
 | 
			| RE: It wont budge 
 
				Yeah OK that's probably a better idea anyway, thanks mate :-)
			 |  |  
	| 12-23-2011, 09:28 PM |  |  |