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Of Keys and Locked doors...
Vradcly Offline
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Posts: 100
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Joined: Jan 2011
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#11
RE: Of Keys and Locked doors...

I just noticed that there is a different function you have to call for a leveldoor and a swingdoor, you say this door leads to a cellar?, Then you probably did the same mistake as me, SetLevelDoorLocked("OldDoor", false); is what you are looking for...
02-04-2011, 12:30 AM
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D3AD UPR1S1NG Offline
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Posts: 64
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#12
RE: Of Keys and Locked doors...

(01-15-2011, 07:03 AM)Ethril Wrote:
(01-14-2011, 08:04 PM)Frontcannon Wrote: Work with debug messages to check if the KeyOnDoor function is ever called!

sorry if this is a stupid question but how do I check debug message hehe Huh

Hey I think I know what you need to do because I had the same problem and managed to sort it

Step 1: Rename your door something like first door without any Numbers, Spaces or _'s so something like the one on my map "FirstDoor

Step 2: In the editor make sure the door is set to locked.

Step 3: Make sure in your script all the names are right and match up to entites in your map.

Step 4: Playtest it the door should be locked up until you get the key then use it on the door and voila mission accomplished.

Hope It Helps Big Grin
04-22-2011, 01:39 AM
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