Search found 3 matches
- Thu Sep 13, 2012 9:33 pm
- Forum: Modding
- Topic: Multiple activation elements...
- Replies: 7
- Views: 6778
Re: Multiple activation elements...
Thanks for the replies both... I put the "else" part of my script back in and changed the "Event" on the torch holders to "any" like you said Antti and it now works perfectly
Much appreciated. Starting to get to grips with this now 
- Thu Sep 13, 2012 8:58 pm
- Forum: Modding
- Topic: Multiple activation elements...
- Replies: 7
- Views: 6778
Re: Multiple activation elements...
Couldn't get the counter to work, but I managed to get a script running... First time I've messed about with that so I'm happy I eventually got it working. Thanks for pointing me in the right direction Magus :) I've used the following to achieve activation, but I'd like deactivation if the torches a...
- Thu Sep 13, 2012 7:46 pm
- Forum: Modding
- Topic: Multiple activation elements...
- Replies: 7
- Views: 6778
Multiple activation elements...
Hi guys and girls :D I'm trying out the dungeon editor and wanted to set up a puzzle where for example two empty torch holders require torches to activate something... I can set it up so they both activate something individually, but I want the holders to all need torches before the activation occur...