thats my script..// Dungeon
// ARCHITECTURE: Ke3pR
// SCRIPTING: Ke3pR
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/door_locked.scr::lock
$dooropenerin nottriggerable
$dooropenerout nottriggerable
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/Dungeon.scr
level waittill spawn
fire2 :
$fire volumedamage 90
doorlock:
$outsidelock nottriggerable
$insidelock nottriggerable
$dooropenerin triggerable
$dooropenerout triggerable
wait 10
$dooropenerin nottriggerable
$dooropenerout nottriggerable
$outsidelock triggerable
$insidelock triggerable
end
Lockable doors
Moderator: Moderators
Lockable doors
hi.. I started to script today an first i went to volume dmage .. and that worked .. and now i am busy with lockable doors but it does not work :S .. it just open.. maybe there is something wrong with my script or something ?
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
Code: Select all
doorlock:
$outsidelock nottriggerable
$insidelock nottriggerable
$dooropenerin triggerable
$dooropenerout triggerable
wait 10
$dooropenerin nottriggerable
$dooropenerout nottriggerable
$outsidelock triggerable
$insidelock triggerable
goto doorlock//<----i added this
endwhat are u tryin to do?
do u want it to stay locked or no?
or try this
Code: Select all
// Dungeon
// ARCHITECTURE: Ke3pR
// SCRIPTING: Ke3pR
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waitTill prespawn//changed this
exec global/door_locked.scr::lock
$door1 lock//added this
level.door1_locked = 1//added this
//(change $door1 to match your door targetname)
$dooropenerin nottriggerable
$dooropenerout nottriggerable
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/Dungeon.scr
level waittill spawn
end
I want just that my door is closed.. and if that works i want to make a button to unlock the door;)
but the door just opens when i use this script..
but the door just opens when i use this script..
Code: Select all
// Dungeon
// ARCHITECTURE: Ke3pR
// SCRIPTING: Ke3pR
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waitTill prespawn
exec global/door_locked.scr::lock
$door1 lock//added this
level.door1_locked = 1
$dooropenerin nottriggerable
$dooropenerout nottriggerable
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/Dungeon.scr
level waittill spawn
fire2 :
$fire volumedamage 70
end
the easiest, and usually best, way to lock doors is a simple one-line cmd.
lets just use $outsidelock for ease...
assuming the trigger with teh setthread is called outsidelock and the setthread is doorLock. it closes, locks the door and disables the trigger.
also, you need "end"s at the end of each thread,

lets just use $outsidelock for ease...
Code: Select all
doorLock:
$outsidelock notriggerable
$outsidelockDoor close
$outsidelockDoor waittil movedone
$outsidelockDoor lock
end
also, you need "end"s at the end of each thread,
Code: Select all
fire2 :
$fire volumedamage 90
end
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
Try this one,
You need to create a switch buttom with a trigger ($switch)
Code: Select all
// Dungeon
// ARCHITECTURE: Ke3pR
// SCRIPTING: Ke3pR
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waitTill prespawn
exec global/door_locked.scr::lock
$door1 lock//added this
level.door1_locked = 1
$dooropenerin nottriggerable
$dooropenerout nottriggerable
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/Dungeon.scr
level waittill spawn
fire2 :
$fire volumedamage 70
end
door:
if (level.door1_locked == 0)
{
$door1 lock
level.door1_locked = 1
//$switch playsound (you can have a sound for the lock/unlock)
$switch anim off // if you use the switch model, this is your buttom
end
}
if (level.door1_locked == 1)
{
$door1 unlock
level.door1_locked = 0
//$switch playsound (you can have a sound for the lock/unlock)
$switch anim on // if you use the switch model
end
}
end
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
Here is a script from Tom Trude for locked doors with a Key to open them.
does this sound right?
Code: Select all
// lockable_test
// ARCHITECTURE: tltrude
// SCRIPTING: tltrude
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Lockable door"
setcvar "g_obj_alliedtext2" "test map"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
local.master = spawn ScriptMaster
local.master aliascache yordorsnd sound/mechanics/Mec_ElevatorRun_01.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
local.master aliascache tomdorsnd sound/mechanics/Mec_ElevatorRun_01.wav soundparms 1.5 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/lockable_test.scr
exec global/ambient.scr mohdm7
exec global/door_locked.scr::lock
$door1 lock
level.door1_locked = 1
$door2 lock
level.door2_locked = 1
level waittill spawn
end
door1_key:
if (level.door1_locked == 0)
{
$door1 lock
level.door1_locked = 1
$switch1 playsound alarm_switch
$switch1 anim off
iprintln "Door1 locked!"
end
}
if (level.door1_locked == 1)
{
$door1 unlock
level.door1_locked = 0
$switch1 playsound alarm_switch
$switch1 anim on
iprintln "Door1 unlocked!"
end
}
end
door2_key:
if (level.door2_locked == 0)
{
$door2 lock
level.door2_locked = 1
$switch2 playsound alarm_switch
$switch2 anim off
iprintln "Door2 locked!"
end
}
if (level.door2_locked == 1)
{
$door2 unlock
level.door2_locked = 0
$switch2 playsound alarm_switch
$switch2 anim on
iprintln "Door2 unlocked!"
end
}
end -
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
AAAAAH! even i'm getting confused with all these scripts flying around.
to make the door LOCKED jsut use this!
it'll set it as locked. no need to go giving keys and all that shiz yet... let the poor man breathe! 
to make the door LOCKED jsut use this!
Code: Select all
$nameOfDoor lockModerator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
