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FPSC Classic Scripts / Require a code to open a door?

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hotwire 132002
18
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Joined: 31st Mar 2006
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Posted: 7th Apr 2006 02:42
Long story short, we're trying to set up a secret area in a game that requres an access code to enter. Basically, the player would walk up to a locked door, enter a password, and the door would unlock. Is there any way to do this?

Thanks in advance for any suggestions anybody might have!
Tom0001
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Posted: 7th Apr 2006 03:01
Make an interactive hud for it, perhaps-anyone know???

Tom

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Lizblizz
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Posted: 7th Apr 2006 05:36
is that possibel? that would be cool

Silent Hill
Nue B
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Location: Indy
Posted: 7th Apr 2006 06:00
As far as I know, there really are no, input commands in FPSC...
If you beg to differ, and know how to enter; please share this good information with me.

Nue B. or not Nue B. That is the question.
xplosys
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Playing: FPSC Multiplayer Games
Posted: 7th Apr 2006 17:34
I think for now, input has to be done with the ENTER key, so actually entering numbers or letters... I don't think so.

However, it should be possible to set up a few switches that have to be in the proper sequence to open a door. I've seen this in other games. Like on/on/off, or red/green/green.

One of the good scripters here should be able to handle that.

Crazy Grandpa
SpyDaniel
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Posted: 7th Apr 2006 18:06
Couldnt you get a script that looks out for player chat? When some one types the password within the trigger zone, the door unlocks.

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Les Horribres
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Posted: 8th Apr 2006 00:49
Technically, you can load a menu... and inc the state everytime the correct button is pressed, then you would start back at 1 if an incorrect button is pressed.

Haven't tried loading ingame menus though... not sure what will happen if I try.

We all have our inner noob.
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Doctor Evil
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Location: California, USA.
Posted: 10th Apr 2006 03:30
And how would you load this menu? Please, do tell.


gamer dakota
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Posted: 10th Apr 2006 03:35
I don't think that you can ''Password Protect'' a door,but man,that would be awesome!

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I think
Les Horribres
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Posted: 11th Apr 2006 01:07 Edited at: 11th Apr 2006 01:10
Quote: "I don't think"

That has been determined, next.

Doesn't work, but kinda strange in testgame mode... press enter when next to is, then press escape.


Okay, ruled out the cool way. Now there is the 'classic' way of Duke Nukem. That is, flip a few switches and they activate the door... this concept has been demonstrated, and switches will activate a door, you should edit the switch script to say

:state=1,plrusingaction=1:activateifused=1,state=2
:state=2,plrusingaction=0:state=3
:state=3,plrusingaction=1:activateifused=2,state=4
:state=4,plrusingaction=0:state=1

the BAD switch as

:state=1,plrusingaction=1:activateifused=3,state=2
:state=2,plrusingaction=0:state=3
:state=3,plrusingaction=1:activateifused=4,state=4
:state=4,plrusingaction=0:state=1


and the CNT script to be

:activated=1:incstate=1,activate=0
:activated=2:incstate=-1,activate=0
:activated=3:incstate=10,activate=0
:activated=4:incstate=-10,activate=0
:state=3:activateifused=1



xplosys, if you seriously want to, yeah... you could, but then you have to have 'special' scripts for each switch, and that is one thing I hate doing.

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Conjured Entertainment
AGK Developer
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Posted: 11th Apr 2006 23:17 Edited at: 17th Apr 2006 04:37
The switches are a good idea.

You could also use the enter key.
I've been working on a combination lock for a door like the ones on a briefcase.
You know, three digits of 0-9.

It's finished and it works like a charm!

Expect this to be part of the Demo for my new Sci-Fi which is coming soon.


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