|  CROWBAR ON DOOR HELP 
 
				ok so I followed the frictional games wiki tutorial and I checked my script a bunch of times and it all looks fine and the script areas are named the same as in the tutorial. Script area 1 tall and skinny next to door, script area 2 short and chubby on ground like in the pictures. The problem is when I try to open the door, I click the crowbar to the door, and then the crowbar just disappears, and the crowbar joint doesn't appear so that I can pull it and open the door. I seriously don't know what the problem is.  main crowbar to open door: crowbar_1
 joint: crowbar_joint_1
 door using crowbar on: castle_1
 The script areas are the same as tutorial
 SCRIPT**:
 void OnStart()
 {
 AddUseItemCallback("", "Key5",	"castle_3", "UsedKeyOnDoor3", true);
 AddUseItemCallback("", "crowbar_1", "castle_1", "UsedCrowbarOnDoor", true);
 AddEntityCollideCallback("crowbar_joint_1", "ScriptArea_1", "CollideAreaBreakDoor", true, 1);
 }
 void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_3", false, false);
 PlaySoundAtEntity("", "unlock_door", "castle_3", 0, false);
 RemoveItem("Key5");
 }
 void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
 {
 AddTimer("", 0.2, "TimerSwitchShovel");
 RemoveItem("crowbar_1");
 }
 void TimerSwitchShovel(string &in asTimer)
 {
 AddTimer("", 0.2, "TimerSwitchShovel");
 RemoveItem("crowbar_1");
 }
 
 void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
 {
 AddPlayerSanity(25);
 PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
 SetSwingDoorLocked("castle_1", false, true);
 AddPropImpulse("castle_1", 0, 0, -50, "World");
 SetSwingDoorDisableAutoClose("castle_1", true);
 SetSwingDoorClosed("castle_1", false, false);
 SetMoveObjectState("castle_1", 1);
 PlaySoundAtEntity("","break_wood_metal", "AreaBreakEffect", 0, false);
 CreateParticleSystemAtEntity("", "ps_hit_wood", "AreaBreakEffect", false);
 SetEntityActive("crowbar_joint_1", false);
 SetLocalVarInt("Door", 1);
 }
 
 void UsedKeyOnDoor1(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_3", false, false);
 PlaySoundAtEntity("", "unlock_door", "castle_2", 0, false);
 RemoveItem("Key5");
 }
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_2", false, false);
 PlaySoundAtEntity("", "unlock_door", "castle_2", 0, false);
 RemoveItem("Key5");
 }
 void OnEnter()
 {
 
 }
 
 void OnLeave()
 {
 
 }
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