I'm currently working on a CS that's very choice driven. [Is "Bump in the Night" taken as a CS name?
]
Right now, I'm having a little issue with making one key able to unlock two doors, removing the other choice in the process. My question is, is this even possible?
First I tried this:
void OnStart()
{
SetMessage("Messages", "Intro", 0);
AddUseItemCallback("OpenDoor", "ChoiceKey", "LevelDoor_Mansion", "UnlockLevelDoor", true);
AddUseItemCallback("OpenDoor", "ChoiceKey", "LevelDoor_Basement", "UnlockLevelDoor", true);
}
void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
RemoveItem(item);
But no results. I then tried:
AddUseItemCallback("OpenDoor", "ChoiceKey", "LevelDoor_Mansion", "UnlockLevelDoor1", true);
AddUseItemCallback("OpenDoor", "ChoiceKey", "LevelDoor_Basement", "UnlockLevelDoor2", true);
}
void UnlockLevelDoor1(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
RemoveItem(item);
}
void UnlockLevelDoor2(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
RemoveItem(item);
}
Also, no results. My confusion is whether my scripting method or syntax are wrong, or if it's just not possible.
Thanks for any advice!