JDKnite188 Posted July 13, 2003 Share 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? Link to comment Share on other sites More sharing options...
Emon Posted July 13, 2003 Share 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" ); } Link to comment Share on other sites More sharing options...
JDKnite188 Posted July 14, 2003 Author Share 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. Link to comment Share on other sites More sharing options...
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