Quote: "There is no such command, but the effect can created with the use of variables.
For example, at the start of the game you create a variable called GotFuelCan.
Then when the player picks up a fuel can you set the GotFuelCan to 1. You'll need to add some logic to make the Fuel Can HUD appear when GotFuelCan=1.
Then when the player walks up to the generator and presses 'enter' the lights would be activated if GotFuelCan equals 1."
Actually I can create this with a simple doorkey script attached to any entity and using another entity as the key
Take a look at the stock doorkey.fpi - you can include any actions you want into the state=1 and all following lines:
;Artificial Intelligence Script
;Header
desc = Key Door (Open 'With Key' and Close)
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\lockeddoor.tga,hudname=keydoorprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=keydoorprompt,hudfadeout=keydoorprompt
:state=10,plrdistwithin=60,plrhaskey=1,plrusingaction=1:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistfurther=60:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0
;End of Script
In case you find my grammar and spelling weird ---> native German speaker ^^