| Level door doesn't open. (SOLVED) 
 
				Hi.
 I made a script that is supposed to unlock a level door.
 The problem is that i can hear it unlock and the sanity boost works, but the door are still locked???
 
 
 Here is the full script:
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 AddEntityCollideCallback("Player", "Scary1", "TurnOff", true, 0);
 AddUseItemCallback("", "Key2", "prison_2", "UsedKeyOnDoor2", true);
 }
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("prison_2", false, false);
 PlaySoundAtEntity("", "unlock_door", "prison_2", 0, false);
 RemoveItem("Key2");
 PlayMusic("10_puzzle02.ogg", false, 0.7, 0.1, 10, true);
 RemoveItem("Key2");
 GiveSanityBoost();
 }
 
 void TurnOff(string &in asParent, string &in asChild, int alState)
 {
 GiveSanityDamage(100.0f, true);
 PlaySoundAtEntity("", "react_pant6", "lamp", 0, false);
 StartPlayerLookAt("ScaryArea1",5.0f,10.0f,"");
 AddTimer("ScaryArea1_02",1.5f,"ScaryArea12");
 SetLampLit("lamp", false, true);
 SetLampLit("lamp_1", false, true);
 SetLampLit("lamp_2", false, true);
 SetLampLit("lamp_3", false, true);
 SetLampLit("lamp_4", false, true);
 PlayMusic("Skummellyd3.ogg", false, 1.0f, 0, 0, false);
 AddTimer("LightOn",5.0f,"TurnOn");
 AddTimer("LightOn2",3.0f,"TurnOn2");
 }
 
 void ScaryArea12(string& asEntityName)
 {
 StopPlayerLookAt();
 }
 
 void TurnOn(string &in asTimer)
 {
 PlayMusic("Normal.ogg", true, 1.0f, 0, 0, true);
 SetLampLit("lamp", true, true);
 SetLampLit("lamp_1", true, true);
 SetLampLit("lamp_2", true, true);
 SetLampLit("lamp_3", true, true);
 SetLampLit("lamp_4", true, true);
 GiveSanityDamage(5.0f, true);
 SetMessage("IntroCategory", "Intro5", 5.0f);
 }
 
 void TurnOn2(string &in asTimer)
 {
 SetEntityActive("infected_1", false);
 }
 
 void NoteMemento(string &in asEntity)
 {
 AddQuest("questtest3","questtest3");
 }
 
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 SetupLoadScreen("LoadingText", "Loading_Library", 1, "images.jpg");
 }
 
				
(This post was last modified: 03-05-2011, 10:10 PM by Henriksen.)
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