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		| Wyz   Junior Member
 
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			| Help on locking level doors? 
 
				I recently started a new CS and I want to lock a level door in the first map, but regardless of my code, the door stays unlocked.
 
 void OnStart()
 {
 SetPlayerLampOil(0);
 AddEntityCollideCallback("Player", "ArmorTrigger", "ArmorTriggerFunc", true, 1);
 
 }
 
 
 //Function to make armor's head fall in cellar
 
 void ArmorTriggerFunc(string &in asParent, string &in asChild, int alState)
 {
 AddPropForce("fallingArmor", 50, 0, 300, "World");
 }
 
 
 //Function to set "Atrium" door locked in cellar
 
 void CellarLockedFunc(string &in asEntity)
 {
 SetLevelDoorLocked("Atrium", false);
 }
 
 Is there something I'm missing?
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	| 07-11-2012, 03:14 PM |  |  
	
		| SilentStriker   Posting Freak
 
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			| RE: Help on locking level doors? 
 
				I would guess that the CellarLockedFunc is called from an entity inside the level editor? and if you want to LOCK it then you should have write true instead of false.
			 
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	| 07-11-2012, 03:21 PM |  |  
	
		| Stepper321   Senior Member
 
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			| RE: Help on locking level doors? 
 
				1. You haven't defined 'CellarLockedFunc'2. Did you put locked in the entity tab of the level door?
 
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	| 07-11-2012, 03:30 PM |  |  
	
		| Wyz   Junior Member
 
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			| RE: Help on locking level doors? 
 
				 (07-11-2012, 03:30 PM)Stepper321 Wrote:  1. You haven't defined 'CellarLockedFunc'2. Did you put locked in the entity tab of the level door?
 1. Hmm, I thought since it wasn't a collide function, then it would not need a callback. Is this true? Would I define that on start? 
 
2. I'm sure I did, I'll double check.
 
 
I got it, thank you for the replies. The SetLockedLevelDoor is only for unlocking, you set the door locked in the entity tab    
				
(This post was last modified: 07-11-2012, 04:45 PM by Wyz.)
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	| 07-11-2012, 04:41 PM |  |  
	
		| SilentStriker   Posting Freak
 
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			| RE: Help on locking level doors? 
 
				Everytime you are creating a new function you need something to call that function. Like a timer or a callback code
			 
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	| 07-11-2012, 04:58 PM |  |  
	
		| Wyz   Junior Member
 
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			| RE: Help on locking level doors? 
 
				I did not want to create a whole new thread for this, but I've got the level door locked, and when I try to use my key on it, it doesn't work and sometimes disappears before I even use it. Here's my code:
 
 AddUseItemCallback("", "OldKey", "Atrium", "AtriumDoorUnlock", true);
 
 
 
 void AtriumDoorUnlock(string &in asItem, string &in asEntity)
 {
 SetLevelDoorLocked(asEntity, false);
 PlaySoundAtEntity("", "unlock_door", "Atrium", 0, false);
 RemoveItem(asItem);
 }
 
 Thanks for your help.
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	| 07-11-2012, 09:04 PM |  |  
	
		| SilentStriker   Posting Freak
 
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			| RE: Help on locking level doors? 
 
				Check so everything is spelled correctly. other than that I can't find a problem, probably something I missed thought
			 
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	| 07-11-2012, 09:52 PM |  |  
	
		| Wyz   Junior Member
 
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			| RE: Help on locking level doors? 
 
				I've played around with the function a bit, but now the door is unlocked once I pick up the key.
 
 void AtriumDoorUnlock(string &in asItem, string &in asEntity)
 {
 SetLevelDoorLocked("Atrium", false);
 PlaySoundAtEntity("", "unlock_door", "Atrium", 0, false);
 RemoveItem("OldKey");
 }
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	| 07-12-2012, 12:02 AM |  |  
	
		| SilentStriker   Posting Freak
 
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			| RE: Help on locking level doors? 
 
				are you using SetEntityPlayerInteractCallback?
 
 Since it's unlocked when you pick up the key
 
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	| 07-12-2012, 12:11 AM |  |  
	
		| Wyz   Junior Member
 
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			| RE: Help on locking level doors? 
 
				I'm using a UseItem callback, if that's any help.
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	| 07-12-2012, 12:26 AM |  |  |