| Script for closing a door? 
 
				Ok guys i need a script. the player shall look at the door and it shall close as soon as he picks up a key.TThe looking spot shows as soon as i enter and not when i pick u the key. and also i need help for a script to close a door. anyony wanna tak his time to help me?
 
 void OnStart()
 {
 AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true);
 AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true);
 SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true);
 StartPlayerLookAt("mansion_5", 10, 10, "");
 AddPropImpulse("mansion_5", 0, 0, 10, "World");
 AddTimer("StopLook", 3, "LookAtDoor");
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true);
 RemoveItem("key_1");
 }
 
 void KeyOnDoor_2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true);
 RemoveItem("key_2");
 }
 
 void KeyOnDoor_5(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_5", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true);
 RemoveItem("key_3");
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
 void ActivateMonster(string &in item)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 4, "Idle");
 
 }
 
 void LookAtDoor(string &in asTimer)
 {
 StopPlayerLookAt();
 }
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