Idea : Damaged Door (Scripting)
Posted: Wed Sep 19, 2012 7:33 pm
I'm scripting this at the moment, but I figured a neat little idea.
'You're walking along and you see a portcullis or door stuck going up and down in its arch. Pressing a button elsewhere in the map overrides the mechanism and forces it open.'
Im sure this could be scripted very easily; the method I have in my head at the moment is a Timer that places and removes a torch from a torchholder hidden away in a 1x1 room on the map. A script then checks this Torchholder and raises or lowers the door accordingly (See Combination Torch Lock). A button then disables the script and permanently opens the door.
Why do this via a Torch Timer rather than a timer? Because then you could have several doors running off the same timer, but deactivate individual torches/doors.
Example
TimerA -> TorchTimer 1 = Door 1
-> Torch Timer 2 = Door 2
-> Torch Timer 3 = Door 3
If you disable the timer, you unlock all three doors. Where as if you disable the individual script to say only Torch 1, then torches 2 and 3 are still broken and still in time.
Although having written all that I'm sure there is a much much simpler way
Either way the idea is there, use a timer to cause a door or two to 'break' and be stuck opening or closing.
'You're walking along and you see a portcullis or door stuck going up and down in its arch. Pressing a button elsewhere in the map overrides the mechanism and forces it open.'
Im sure this could be scripted very easily; the method I have in my head at the moment is a Timer that places and removes a torch from a torchholder hidden away in a 1x1 room on the map. A script then checks this Torchholder and raises or lowers the door accordingly (See Combination Torch Lock). A button then disables the script and permanently opens the door.
Why do this via a Torch Timer rather than a timer? Because then you could have several doors running off the same timer, but deactivate individual torches/doors.
Example
TimerA -> TorchTimer 1 = Door 1
-> Torch Timer 2 = Door 2
-> Torch Timer 3 = Door 3
If you disable the timer, you unlock all three doors. Where as if you disable the individual script to say only Torch 1, then torches 2 and 3 are still broken and still in time.
Although having written all that I'm sure there is a much much simpler way