rosestorm Posted July 15, 2012 Share Posted July 15, 2012 I know that it is possible to create a door with two or more parent relationships, so my question is when a door has two or more active parent relationships is it possible to make it to where one of the switches hooked up to a door will only open it, and the other one will only close it, and not both? Link to comment Share on other sites More sharing options...
flobalob Posted July 15, 2012 Share Posted July 15, 2012 Not without writing your own script to do so. Link to comment Share on other sites More sharing options...
flobalob Posted July 15, 2012 Share Posted July 15, 2012 Here, try this (It compiles but I haven't yet tested it) scriptName CustomActivateToggleLinkedRef extends ObjectReference { - Opens/Closes the linked ref when this object is activated. Make sure the linked ref is something that CAN be opened } ObjectReference myLinkedRef bool Property OpenClose = TRUE Auto {TRUE = Open - False = Close} Event OnActivate(ObjectReference triggerRef) if (triggerRef == (Game.GetPlayer() as ObjectReference)) myLinkedRef = GetLinkedRef() as ObjectReference If (OpenClose == TRUE) If (myLinkedRef.GetOpenState() == 3) ;Is the door closed? myLinkedRef.Activate(triggerRef) ;Activate the linked foor Self.Activate(triggerRef) ;Activate self to force normal animation e.g. chain pulled EndIf Else If (myLinkedRef.GetOpenState() == 1) ;Is the door open? myLinkedRef.Activate(triggerRef) ;Activate the linked foor Self.Activate(triggerRef) ;Activate self to force normal animation e.g. chain pulled EndIf Endif Endif EndEvent Link to comment Share on other sites More sharing options...
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