darkus37 Posted May 21, 2009 Share Posted May 21, 2009 Okay, so I am trying to make it so that when you press a button (the electrical switch) a remote operated grate closes in front of a door (the grate I'm talking about is the one that leads to the staircase in Casey's Garage) and the door switches from being unlockable with a key to not being able to open at all (so that no one can follow). Alternatively, pressing the key again opens the grate and sets the door back to normal. The second thing is to have a door operated by two switches - both do the same thing, but I would like it so that while switch A opens and closes the door, switch B closes the door and disables switch A but when opened re-enables it. I have no idea how to write the script for this or where to place it so if someone could help me that would be awesome. I was also wondering about how to make an object such as a bottle of water to stop being usable and for it to act like an un-moveable / un-takeable object like a metal shelf or a wall. Thanks for this too if anyone knows how to do it. Link to comment Share on other sites More sharing options...
Stewb Posted May 21, 2009 Share Posted May 21, 2009 Why would you want to disable the Switch A in the first place? It helps us understand what script you need if you tell us, or people may know a better way round for you ;) Link to comment Share on other sites More sharing options...
darkus37 Posted May 21, 2009 Author Share Posted May 21, 2009 I wanted to disable the first switch to give the illusion of a panic room. I don't think a npc can activate the button without it being programmed but I want to be sure. Link to comment Share on other sites More sharing options...
Stewb Posted May 22, 2009 Share Posted May 22, 2009 Give me a few days to try this for you then, i'm still a novice but i should be able to do this. Hopefully someone can give a better answer before i finish ;) Link to comment Share on other sites More sharing options...
Stewb Posted May 25, 2009 Share Posted May 25, 2009 IsActionRef should solve your problem for NPCs activating the switch. something like: If IsActionRef player == 1 Activate Endif put that somewhere in the OnActivate Block and it should stop NPCs activating the switch, removing the need to disable it. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.