dasde
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Unlock door when timer is run out
Hello
I am sitting with a script, and I cant really figure out how to set up a script that unlocks a swingdoor after the timer "Door" has ran out.
I would like to know how I do this.
Thank you
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05-27-2011, 02:31 PM |
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Greven
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RE: Unlock door when timer is run out
Well then you just void door(string &in asTimer)
{
SetSwingDoorLocked("the doors name", false, true)
}
I dont remember what the "true" did but you can just try and see for yourself if its supposed to be true or false.
[WIP] Recidivus
(This post was last modified: 05-27-2011, 02:36 PM by Greven.)
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05-27-2011, 02:35 PM |
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xtron
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RE: Unlock door when timer is run out
void door(string &in asTimer)
{
AddTimer("", 60.0f, "Door_timer");
}
void Door_timer(string &in asTimer)
{
SetSwingDoorLocked("DOORNAME", false, true);
}
After 60seconds the function "Door_timer" will activate and unlock the door "DOORNAME". Correct me if I'm wrong 'cuz I'm new to scripting ;D
Dubstep <3
(This post was last modified: 05-27-2011, 02:46 PM by xtron.)
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05-27-2011, 02:46 PM |
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dasde
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RE: Unlock door when timer is run out
Niether of the two scripts work
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05-27-2011, 02:51 PM |
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Greven
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RE: Unlock door when timer is run out
(05-27-2011, 02:51 PM)dasde Wrote: Niether of the two scripts work
Can we see youre script then? And what is the name of the door in youre level editor?
[WIP] Recidivus
(This post was last modified: 05-27-2011, 02:54 PM by Greven.)
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05-27-2011, 02:51 PM |
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dasde
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RE: Unlock door when timer is run out
Thanks for the fast replies, very nice.
The door name is:
BruteDoor_1
There is nothing in the script yet, I am starting with the timer. I have the OnStart, OnEnter and OnLeave, all the starter stuff.
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05-27-2011, 02:54 PM |
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Greven
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RE: Unlock door when timer is run out
(05-27-2011, 02:54 PM)dasde Wrote: Thanks for the fast replies, very nice.
The door name is:
BruteDoor_1
There is nothing in the script yet, I am starting with the timer. I have the OnStart, OnEnter and OnLeave, all the starter stuff.
Ok so is the timer for the beginning or when you enter a area?
If its in the beginning (on enter) then: OnEnter()
{
AddTimer("", 30.0f, DoorOpen)
}
void DoorOpen(string &in asTimer)
{
SetSwingDoorLocked("BruteDoor_1", false, true)
}
[WIP] Recidivus
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05-27-2011, 03:00 PM |
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dasde
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RE: Unlock door when timer is run out
(05-27-2011, 03:00 PM)Greven Wrote: (05-27-2011, 02:54 PM)dasde Wrote: Thanks for the fast replies, very nice.
The door name is:
BruteDoor_1
There is nothing in the script yet, I am starting with the timer. I have the OnStart, OnEnter and OnLeave, all the starter stuff.
Ok so is the timer for the beginning or when you enter a area?
If its in the beginning (on enter) then:OnEnter()
{
AddTimer("", 30.0f, DoorOpen)
}
void DoorOpen(string &in asTimer)
{
SetSwingDoorLocked("BruteDoor_1", false, true)
}
Didnt work. If you can use this information, then the door is locked in the editor.
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05-27-2011, 03:04 PM |
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Henriksen
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RE: Unlock door when timer is run out
Then you are doing something wrong send us the WHOLE script and let us see?
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05-27-2011, 03:08 PM |
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dasde
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RE: Unlock door when timer is run out
(05-27-2011, 03:08 PM)teddifisk Wrote: Then you are doing something wrong send us the WHOLE script and let us see?
Well if you absolutely want it, then here it is:
//===========================================
// Starter's Script File!
//===========================================
//===========================================
// This runs when the map first starts
void OnStart()
{
AddUseItemCallback("UseKeyOnDoor", "key_tomb_rusty_2", "level_wood_1", "UseKeyOnDoor", true);
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
AddTimer("", 52.0f, "Door_Timer");
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
//===========================================
/////////////////////////////////
//LAST DOOR//
void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocked", "unlock_door", asEntity, 0.0f, false);
GiveSanityBoostSmall();
SetLevelDoorLocked(asEntity, false);
RemoveItem(asItem);
CompleteQuest("02LockedDoosr", "02LockedDoor");
}
//LAST DOOR//
///////////////////////////////
///////////////////////////////
// START SWING DOOR
void Door_timer(string &in asTimer)
{
SetSwingDoorLocked("BruteDoor_1", false, true);
}
For the record, LAST DOOR is a door that leads to another map, but the code is taken from another script. LevelDoors is oddly easier to work with.
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05-27-2011, 03:11 PM |
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