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Making an activator elevator


Rockdude3

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Hello there everyone. First off, I must say I'm new to scripting, so maybe this wasn't the best place to start... Anywho, let's explain. I'm trying to make an elevator that is broken (And so when you go to use it, you have to use the panel and the door will not do anything). Upon using the panel, you will be prompted that it's broken beyond repair and that you need a rope. So once you have the rope you can use the elevator. After that it "setDestroyed" the elevator button, enables use of the elevator by just pressing E on the door, and removes the rope from your inventory.

 

I managed to do the whole lot properly except for one problem. When I first come upon the door, I can simply activate it and teleport, even though I don't have the rope in my inventory and haven't even touched the button. I've tried using the GenericDestroyedOnLoad activator or whatever it's called to no avail.

 

I'm basing my script completely off the Bison Steve Hotel elevator script, which is a perfect example of what I want to do (Except using a repair check instead of an item check). I've used multiple types of door, none of which work. If anyone can offer any help that'd be amazing, and if I've left anything out please ask because I've been trying this for the last like four hours... :/

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  • 2 months later...

I am pretty new myself but I have found luck with enabling and disabling objects. maybe you should use "initially disabled" on the working elevator and have a static elevator in the same place with a message script on it? have it check to see if the item is in inventory then switch the 2 elevators with enable/disable!

 

hopefully someone can help with a script. let me know how it works.

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