-- LUA Script - precede every function and global member with lowercase name of script + '_main' -- Door Prompts 'Closed' can be opened with entity collected specified by 'USE KEY' -- state to ensure user must release E key before can open/close again door_pressed = 0 local timer = {} function door_w_switch_init(e) timer[e] = 0 end function door_w_switch_main(e) PlayerDist = GetPlayerDistance(e) if (PlayerDist < 100 ) and g_PlayerHealth > 0 then GetEntityPlayerVisibility(e) if 1 then if g_Entity[e]['activated'] == 0 then if g_Entity[e]['haskey'] == -1 then SetActivated(e,1) else if g_Entity[e]['plrvisible'] == 1 then if g_Entity[e]['haskey'] == 1 then Prompt("The door is locked. Press E key to unlock door") if g_KeyPressE == 1 then SetActivated(e,1) end else Prompt("The door is locked. Find a key to unlock door") end end end else if DoorTimerSwitch == 0 then Prompt("You need to press the switch to unlock the door first") elseif DoorTimerSwitch == 1 then if g_Entity[e]['activated'] == 1 then -- door is unlocked and closed if g_Entity[e]['plrvisible'] == 1 then Prompt("Press E to open door") if g_KeyPressE == 1 and g_Entity[e]['animating'] == 0 and door_pressed == 0 then SetAnimation(0) PlayAnimation(e) g_Entity[e]['animating'] = 1 SetActivated(e,2) ActivateIfUsed(e) PlaySound(e,0) --StartTimer(e) --g_Entity[e]['timer'] = g_Time timer[e] = os.time() door_pressed = 1 end end else if g_Entity[e]['activated'] == 2 then -- door is open if g_Entity[e]['plrvisible'] == 1 then if g_KeyPressE == 1 and g_Entity[e]['animating'] == 0 and door_pressed == 0 then SetAnimation(1) PlayAnimation(e) g_Entity[e]['animating'] = 1 SetActivated(e,1) PlaySound(e,1) CollisionOn(e) door_pressed = 1 end end end end end end end end if g_Entity[e]['activated'] == 2 then -- door collision off after 1 second if os.time() > timer[e]+2 then CollisionOff(e) end end if g_KeyPressE == 0 then door_pressed = 0 end --PromptLocal ( e, "activated=" .. g_Entity[e]['activated'] .. "PlayerDist=" .. PlayerDist .. " plrvisible=" .. g_Entity[e]['plrvisible'] .. " haskey=" .. g_Entity[e]['haskey'] ) end