Neverwinter Nights > Script Request
script for a gate
(1/1)
Daniel1975:
I made a big gate and I don't want to use a key to open it as we have enough items already.
I like to have a cd-key check on the one who tries to open the door.
If the cd-key matches the door will unlock and open.
I made one like this:
void main()
{
object oOpener = GetLastUsedBy();
object oDoor = GetObjectByTag("TagOfTheDoor");
if(GetPCPublicCDKey(oOpener) == "xxx"||
GetPCPublicCDKey(oOpener) == "xxx")
{
SetLocked(oDoor, FALSE);
ActionOpenDoor(oDoor);
}
else
{
SetLocked(oDoor, TRUE);
}
}
the gate is locked in the beginning when the module loads.
But this script won't work as the closed door won't open.
What did i do wrong?
I placed this script in "OnUserDefined" and the gate is an area-placeable
Celestial1:
I have no clue how to script, or if I'm right on this, but I think it requires to be in OnUsed.
~Celestial
Tea-cup:
--- Quote ---I made a big gate and I don't want to use a key to open it as we have enough items already.
I like to have a cd-key check on the one who tries to open the door.
If the cd-key matches the door will unlock and open.
I made one like this:
void main()
{
object oOpener = GetLastUsedBy();
object oDoor = GetObjectByTag("TagOfTheDoor");
if(GetPCPublicCDKey(oOpener) == "xxx"||
GetPCPublicCDKey(oOpener) == "xxx")
{
SetLocked(oDoor, FALSE);
ActionOpenDoor(oDoor);
}
else
{
SetLocked(oDoor, TRUE);
}
}
the gate is locked in the beginning when the module loads.
But this script won't work as the closed door won't open.
What did i do wrong?
I placed this script in "OnUserDefined" and the gate is an area-placeable
[snapback]14945[/snapback]
--- End quote ---
GetLastUsedBy(); won't work just by setting it in onuserdef. Put it in unused.
Post what happens then.
-Mel
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