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ForumsJedi Outcast and Jedi Academy Editing Forum → help with advanced door manipulation
help with advanced door manipulation
2002-05-20, 2:02 AM #1
i need to make a door that starts of unlocked become locked once an npc spawns and then unlocked when he dies

anyone got any ideas?

-patch
2002-05-20, 2:26 AM #2
well i don't know much about scripts but it looks like you will need one,

something like

event activate door

If enemy = alive then
door = locked

else

door open


but you would have to talk to someone who knows the language of scripting all i know is VB
whenever any form of government becomes destructive to securing the rights of the governed, it is the right of the people to alter or to abolish it
---Thomas jefferson, Declaration of Independance.
2002-05-20, 2:37 AM #3
theres target_activate and target_deactivate enitities that i think would do it

i tried using the target_deactivate entity on the door and linked it to the npc i want to turn it on but the door just starts off deactivated even before the npc is spawned

i thought when the npc spawned it would send a message to the target_deactivate entity to turn it on but it doesnt seem to be doing that

anyone got any ideas?

-patch
2002-05-20, 3:46 AM #4
Scripting. That sound too complicated to do with just entities.
2002-05-22, 1:37 PM #5
Perhaps there is a way you could set a trigger for the npc near his location or the door (or multiple triggers with target 'nameofthedoor') and then place on the the door 'target_deactivate' or 'target_activate' depending with target_name 'nameofthedoor')
Let me know if this works.
2002-05-22, 5:04 PM #6
It seems like it can be done with entities; remember that npcs trigger their target when they die. The problem is that if a standard locked door does not start locked, it will only open once.

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