Search found 3 matches

by RyNo
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 :geek:
by RyNo
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...
by RyNo
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...