JDKnite188 Posted July 13, 2003 Posted July 13, 2003 I am planning on making a switch that locks a door switch. The script in other words makes the switch inactive when the switch was active, and vice-versa. How would I go about doing this? My plan was lock switch entity targets "target_scriptrunner" which activates the script. What would be in the script?
Emon Posted July 13, 2003 Posted July 13, 2003 I told you exactly how to do it in your thread at Massassi. If you don't understand something, please tell me and I'll clarify it. You want a button to unlock or lock a door, a toggle. Okay, so you'll need your lock button to target a target_scriptrunner. Give the scriptrunner the following keys and values: PARM1: LOCKED (or UNLOCKED if your door starts unlocked) PARM2: Targetname of a target_activate which targets your door Parm3: Targetname of a target_deactivate which targets your door. Here's the script I would use: //Generated by BehavEd rem ( "Toggles an entity locked/unlocked through activation" ); rem ( "Checks the condition of locked/unlocked by reading what PARM1 is," ); rem ( "then sets PARM1 to LOCKED or UNLOCKED, and uses either PARM2 or PARM3," ); rem ( "which contain the targetnames of the target_activate and target_deactivate entities" ); rem ( "which target the lockable entity." ); if ( $get( STRING, "SET_PARM1") = "LOCKED"$ ) { use ( $get( STRING, "SET_PARM2")$ ); set ( /*@SET_TYPES*/ "SET_PARM1", "UNLOCKED" ); } else ( ) { use ( $get( STRING, "SET_PARM3")$ ); set ( /*@SET_TYPES*/ "SET_PARM1", "LOCKED" ); }
JDKnite188 Posted July 14, 2003 Author Posted July 14, 2003 Thanks Emon! My plan was much more simple. The script would move the trigger_multiple out of reach of the player! Crude but easy! Too bad you beat me to a working plan and wasted 6 minutes on it.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.