Hi guys, I'm still working on my mission map.
A few problems though.
ISSUE RESOLVED When I link a key to a door, I can only get the door to auto open as the key is picked up, what I'd really like to do is when the key is picked up, for that player to have to actually go to the door and then the door unlocks with the key. ISSUE RESOLVED
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Which brings me to another problem, when the player picks up a key, he cannot pick up a 2nd key, which limits creativity to a degree, anyway around that?
I know its all to do with the inventory slots, the key takes up one slot, its like trying to pick up two AA12 shotguns, you can't do it.
My theory behind that problem is, create either a 2nd copied script and alter the inventory number, or if we can solve the key to the door issue, make it so that when the key is used it is discarded.
Any other insight from you guys would be cool.
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Another problem i'm having is, I can't get messages to appear, for example, a player approaches a locked door, instead of saying this door is locked it needs a key, it says nothing, can't figure out how to activate the messages to appear.
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The final issue, is it possible to use the destroy actor or destroy pawn trigger to destroy an object? Say I want a disk to disappear when its approached, almost like a pickup, the player hits the collision trigger, the disk is destroyed giving the effect it has been picked up.
Any help would be cool, thank you for the welding door status help in the other thread too, worked like a dream.
A few problems though.
ISSUE RESOLVED When I link a key to a door, I can only get the door to auto open as the key is picked up, what I'd really like to do is when the key is picked up, for that player to have to actually go to the door and then the door unlocks with the key. ISSUE RESOLVED
-----------------------------------------------------------------------------------------------------------------
Which brings me to another problem, when the player picks up a key, he cannot pick up a 2nd key, which limits creativity to a degree, anyway around that?
I know its all to do with the inventory slots, the key takes up one slot, its like trying to pick up two AA12 shotguns, you can't do it.
My theory behind that problem is, create either a 2nd copied script and alter the inventory number, or if we can solve the key to the door issue, make it so that when the key is used it is discarded.
Any other insight from you guys would be cool.
-----------------------------------------------------------------------------------------------------------------
Another problem i'm having is, I can't get messages to appear, for example, a player approaches a locked door, instead of saying this door is locked it needs a key, it says nothing, can't figure out how to activate the messages to appear.
-----------------------------------------------------------------------------------------------------------------
The final issue, is it possible to use the destroy actor or destroy pawn trigger to destroy an object? Say I want a disk to disappear when its approached, almost like a pickup, the player hits the collision trigger, the disk is destroyed giving the effect it has been picked up.
Any help would be cool, thank you for the welding door status help in the other thread too, worked like a dream.
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