Quote: "To make the text disappear, you use the "fpgcrawtextoff" command."
Not nessessary. In 1.2 you just must go to the next state. I know this because I write a lot of scripts with the command set of fpgcrawtext.(Alternate Corno(my game))
Quote: "What should happen is change the "timerstart/timergreater=x" to "etimerstart/etimergreater=x" and that solves the issue."
I do this in my script. I never want to blame someone and the script is very good and thanks to him that he make it public, but every scripter see a script with other eyes, so I see some things which are unnessessary. Also if I can create a cleaner script, I always would do this, because a newby can more easily understand what I do there.
A example for unnessessary:
;here he start a timer
:state=2,etimergreater=500,plrusingaction=1:etimerstart,state=4
;here he didn´t use a timer and then start the timer again
:state=4,plrhaskey=1:etimerstart,plrsound=audiobank\\thestoryteller01\\keypickup.wav,state=5
:state=4,plrhaskey=0:etimerstart,plrsound=audiobank\\thestoryteller01\\creakydoorrattle.wav,state=6
:state=4,keypressed=14 1:plrdisable=0,state=0
But I am not here to discuss, Hideck Goh need help and here is the help:
This code should be the mainscript in the door. This is all what you need
;Triggers
:state=0:state=1
:state=1,pickobject=1,plrdistwithin=60,plrusingaction=1:etimerstart,plrdisable=100000,state=2
:state=2:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=2:fpgcrawtext=The door is locked.
:state=2,etimergreater=500,plrusingaction=1:etimerstart,state=4
:state=2,keypressed=14 1:plrdisable=0,state=0
:state=4,plrhaskey=1:etimerstart,plrsound=audiobank\\thestoryteller01\\keypickup.wav,state=5
:state=4,plrhaskey=0:etimerstart,plrsound=audiobank\\thestoryteller01\\creakydoorrattle.wav,state=6
:state=4,keypressed=14 1:plrdisable=0,state=0
:state=5:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=5:fpgcrawtext=That key looks just right.
:state=5,etimergreater=500,plrusingaction=1:etimerstart,plrsound=audiobank\\ww2\\scenery\\doors\\lock.wav,state=9
:state=5,keypressed=14 1:plrdisable=0,state=0
:state=6:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=6:fpgcrawtext=I don\'t have the key.
:state=6,etimergreater=500,plrusingaction=1:etimerstart,plrdisable=0,state=7
:state=6,etimergreater=1500:plrdisable=0,state=0
:state=6,keypressed=14 1:plrdisable=0,state=0
:state=7,etimergreater=1500:state=0
:state=9:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=9:fpgcrawtext=I unlocked the door.
:state=9,etimergreater=1000:plrdisable=0,fpgcrawtextoff,state=10
:state=10:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=usedoorprompt,hudhide=1,hudmake=display,state=11
:state=11,plrdistwithin=60:hudshow=usedoorprompt,hudfadeout=usedoorprompt
:state=11,plrdistwithin=60,plrusingaction=1:state=12,setframe=0,sound=$0
:state=12:incframe=0
:state=12,frameatend=0:state=13,coloff
:state=13,plrdistwithin=60,plrusingaction=1:state=14,sound=$1,colon
:state=14:decframe=0
:state=14,frameatstart=0:state=11,setframe=0
;End of Script
Hope this is what you need
Corno_1