Yep, that's right, you read that correctly, I actually managed to figure a script out for myself, without having to ask for help!!
The script I was writing was an alarm script, whereby the player triggers an alarm in a zone, then switches it off at the alarm box.
There were 2 things I had to figure out;
How to set off the alarm in a trigger zone, then how to enable the player to switch it off by 'using' an entity.
I needed to write/use 3 scripts to achieve this;
For the trigger zone I simply used a plrinzoneactivateifused script as usual.
Next I entered the name of the entity to be used by the player in the trigger zone's 'if used' field.
For the Alarm entity I wrote this script;
:state=0:state=10
:state=10,activated=1:state=1,activateifused=1,alttexture=1
:state=1,plrusingaction=0:state=2
:state=2,plrdistwithin=50,plrusingaction=1:state=3,activateifused=0,alttexture=0
:state=3,plrusingaction=0:state=11
Next I entered the name of the dynamic light to be activated in the entity's 'if used' field.
The script I used for the dynamic light was this one;
:state=0,activated=1:timerstart,lighton,loopsound=audiobank\atmos\alarmhum.wav,state=1
:state=0,activated=0:stopsound,lightoff,state=0
:state=1,timergreater=1000:timerstart,lightoff,state=2
:state=2,timergreater=1000:timerstart,lighton,state=0
It took me a good part of a day to figure all this out! It would have been easier if I was just wanting a straight forward alarm activated by the player 'using' an entity. But I wanted the alarm to be set off by a trigger zone, then switched off manually by the player.
(please note, I didn't write the 3rd script, it's one I found on the forums ages ago, but never had a use for until now. Sorry, I can't remember who wrote it. If you recognise it, please let me know, and you'll be added to my game's credits).