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.
;Artificial Intelligence Script
;Header
desc = Use Door (Push Open and Push Closed)
;Triggers
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecoretextpressentertouse.tga,hudname=poi
nt,hudhide=1,hudmake=pointer
:state=0:hudreset,hudx=50,hudy=30,hudimagefine=gamecoretextpressentertouse.tga,hudname=poi
ntat,hudhide=1,hudmake=display
:state=0:state=1
; Main Game
:state=1,plrusingaction=1:state=2,pausegame
; Game Menu
:state=2,plrusingaction=0:state=3
:state=3:hudshow=point,hudshow=pointat,state=4
:state=4,plrusingaction=1:state=5
:state=5,plrusingaction=0:state=6
:state=6:hudunshow=title,hudshow=pointer,state=1
;End of Script
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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When in doubt, blame a mod!