Hmm... as same as "journal" it could be possible that you had to put just "messages". So, this tutorial is a very good one to add messages to a locked door.
http://wiki.frictionalgames.com/hpl2/tut...cked_doors
And the .lang file should be like this:
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description"> descriptionhere
</Entry>
</CATEGORY>
<CATEGORY Name="Levels">
<Entry Name="level_hub_1">...</Entry>
</CATEGORY>
<CATEGORY Name="Messages">
<Entry Name="doortext1">Hmm... My wife's room... I wonder why it's locked.</Entry>
</CATEGORY>
<LANGUAGE>
And your .hps like this:
void showdoortext1(string &in asEntity)
{
if(GetSwingDoorLocked("wifesroom")== true)
{
SetMessage("Messages", "doortext1", 0);
}
}
You don't actually need the SetEntityPlayerInteractCallback.
Also, when the .lang file doesn't work, you can see it even before playing the story. If the description doesn't appear, that means to be that your .lang file is wrong. A single error and all will be gone.