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					Re: City of Sins mod
				
				
						
							
							
						
						
				
					
						
							Folks, race is over. Here ya go, Max...
Make sure that the door has a Reference Editor ID, in this case it is "SmallShackPlayerDoor1".
Then make a new script, and make sure it's an Object script. Make sure you replace the "SmallShackPlayerDoor1" in the script below to whatever the reference editor ID you selected is.
Attach this script to the door:
	
		
			
			
				Scn zLockingDoorsAuto
float doorTimer
Begin GameMode
	if doorTimer < 3
		set doorTimer to doorTimer + getSecondsPassed
	else
		SmallShackPlayerDoor1.Lock 255
			set doorTimer to 0
	endif
end
Begin OnActivate
	if SmallShackPlayerDoor1.GetLocked == 0 ; if the door is unlocked
		Lock 255
	else
		Activate
			Set doorTimer to 0
		endif
End
			
		
 
	 
 So you can manually lock the door yourself after you have exited, or wait 3 seconds and it will lock itself...
 ;D
ETA - I also think I know how to do the rental thing, but it'll take some time to do. The script itself will give me problems, so it'll be mostly trial and error. But, I know how I need to do it. I'll work on that once I get the next round of updates on our mod done...
						
					 
					
				 
			 
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							Worked on the rental script timers and quest last night for a bit, with small amounts of success. It's at least moving in the right direction, albeit slowly. 
						
					 
					
				 
			 
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							cool 
						
					 
					
				 
			 
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							Also we learned from Houstin the vaultmp programmer that all in game scripts like GECK scripts will need to be converted over to PAWN or C++ scripts which kinda sucks. So it's just something to think about as we make these mods. The scripts I'm not sure about though is whether dialogue will have to be converted over too or not. It would suck if it did.
						
					 
					
				 
			 
			
			
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							You don't have to convert your native construction set scripts to PAWN / C++. You can distribute them as a mod to your players 
						
					 
					
				 
			 
			
			
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							[quote author=Recycler link=topic=141.msg1263#msg1263 date=1314382662]
You don't have to convert your native construction set scripts to PAWN / C++. You can distribute them as a mod to your players 
[/quote]
Any new items, locations, and references introduced by a mod will still have sync? (once that is done, of course)
						
					 
					
				 
			 
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							Yes 
						
					 
					
				 
			 
			
			
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
				
					
						
							Ok, a lot of the technical stuff is hard for me to grasp but hearing good stuff from the man himself is nice. Thanks.
						
					 
					
				 
			 
			
			
			
			
		 
	 
		
	
 
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					Re: City of Sins mod
				
				
						
						
							
						
				
					
						
							WOOT.
Project is still on. lol
Thanks for the clarification.
						
					 
					
				 
			 
			
			
		 
	 
		
	
 
		
		
		
	
 
	
	
	
	
	
	
	
	
	
	
	
	
		
		
			
				
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