Hi all.
1. I'm trying to implement a wall (sci-fi/furniturea/structurea) to be standing when the Player enters the room, then to fall over when the Player steps onto a trigger zone. I have three structureas set up-One standing straight named as Bang1, which is set to Spawn at Start: Yes, one which is half-knocked down named as Bang2, which is set to Spawn at Start: No, and one which is all the way knocked down, set to Spawn at Start: No. I set up three trigger zones, all covering the same square, which the Player must pass through. All of them have AIMain set to: plrinzoneactivateifused.fpi. The first ones IfUsed is set to Bang1. The second ones IfUsed is set to Bang2 and the third one is set to Bang3. Bang1's IfUsed field is set to Bang2.
It works when the Player steps into the trigger Zone Square, but all three of them are visible. How do I get Bang2 and Bang1 to be invisible?
So basically, I want the wall to appear as if it is falling off where it is set. Anyone have any suggestions in how to make Bang2 and Bang1 disappear.
Any suggestions?
2. A while back, I remember a script where when the Player had the Key for a locked door the hud would change from DOOR LOCKED-KEY REQUIRED TO OPEN to PRESS ENTER TO USE. After the Player pressed Enter, and the hud faded, the DOOR LOCKED-KEY REQUIRED TO OPEN hud would be showed. How can I stop this?!
Tom