Asaratha 
 
 
		
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Door set to locked, still unlocked. 
			 
			
				Hello again. 
 
I have a door in my level called "sewer_arched_2", it is set to "Locked" in the Entity tab. 
 
I also have a script for a hollow needle on the door: 
 
 
void OnStart() 
{	 
AddUseItemCallback("", "hollow_needle_1", "sewer_arched_2", "KeyOnDoor", true); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{	 
SetSwingDoorLocked("sewer_arched_2", false, true);	 
PlaySoundAtEntity("", "unlock_door", "sewer_arched_2", 0, false);	 
RemoveItem("hollow_needle_1"); 
} 
Any other script I have currently is working, as well as another key I have put in the "KeyOnDoor" function. If you would like to see my entire .hps file, I'll PM it to you. 
 
			 
			
			
			
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	| 03-15-2012, 02:28 PM  | 
	
		
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		ClayPigeon 
 
 
		
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RE: Door set to locked, still unlocked. 
			 
			
				What is the problem? I don't get it... If the problem is that the door is not unlocked, try this: 
 
void KeyOnDoor(string &in item, string &in door) 
{ 
	SetSwingDoorLocked(door, false, true); 
	PlaySoundAtEntity("", "unlock_door", door, 0, false); 
 RemoveItem(item); 
} 
 
Copy it as it is and don't change anything, tell me if it's unlocking now.
			 
			
			
			
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	| 03-15-2012, 02:34 PM  | 
	
		
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		Asaratha 
 
 
		
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RE: Door set to locked, still unlocked. 
			 
			
				 (03-15-2012, 02:34 PM)ClayPigeon Wrote:  What is the problem? I don't get it... If the problem is that the door is not unlocked, try this: 
 
void KeyOnDoor(string &in item, string &in door) 
{ 
	SetSwingDoorLocked(door, false, true); 
	PlaySoundAtEntity("", "unlock_door", door, 0, false); 
RemoveItem(item); 
} 
 
Copy it as it is and don't change anything, tell me if it's unlocking now. Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked. 
			  
			
			
			
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	| 03-15-2012, 04:25 PM  | 
	
		
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		Stepper321 
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 263 
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RE: Door set to locked, still unlocked. 
			 
			
				 (03-15-2012, 04:25 PM)Asaratha Wrote:   (03-15-2012, 02:34 PM)ClayPigeon Wrote:  What is the problem? I don't get it... If the problem is that the door is not unlocked, try this: 
 
void KeyOnDoor(string &in item, string &in door) 
{ 
	SetSwingDoorLocked(door, false, true); 
	PlaySoundAtEntity("", "unlock_door", door, 0, false); 
RemoveItem(item); 
} 
 
Copy it as it is and don't change anything, tell me if it's unlocking now. Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked. try  
for a swing door.
 
or 
For level door
 
Depends if you have aswing door or level door 
			  
			
			
 
Signature to awesome to be displayed. 
			
				
(This post was last modified: 03-15-2012, 04:34 PM by Stepper321.)
 
				
			 
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	| 03-15-2012, 04:33 PM  | 
	
		
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		Asaratha 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 14 
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	Joined: Jul 2011
	
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RE: Door set to locked, still unlocked. 
			 
			
				 (03-15-2012, 04:33 PM)Stepper321 Wrote:   (03-15-2012, 04:25 PM)Asaratha Wrote:   (03-15-2012, 02:34 PM)ClayPigeon Wrote:  What is the problem? I don't get it... If the problem is that the door is not unlocked, try this: 
 
void KeyOnDoor(string &in item, string &in door) 
{ 
	SetSwingDoorLocked(door, false, true); 
	PlaySoundAtEntity("", "unlock_door", door, 0, false); 
RemoveItem(item); 
} 
 
Copy it as it is and don't change anything, tell me if it's unlocking now. Oops, it seems I have forget to say the problem. Without unlocking the door, it's already unlocked. So, regardless of the fact I have it set to "Locked", it's always unlocked. try  
for a swing door. 
 
 
or 
For level door 
Depends if you have aswing door or level door The door is now locked, although, even if I use the hollow needle, the door is still locked. 
			  
			
			
			
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	| 03-15-2012, 04:58 PM  | 
	
		
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