ReaperTK, on May 19 2009, 07:18 PM, said:
OK I've got it checking for the picnum change (probably a better way to do it though than what I did). I had it store the current picnum to a per actor variable in the eventloadactor code then grabbed the picnum again in the EVENT_GAME code (after checking the EXTRA value) I then compared the two to determine if a change had occurred.
Now I just need to know the proper use of the operateactivators command to activate the doors (I threw in some debugging code to arbitrarily change the switches picnum as you'll see below just to make sure the proper conditions are actually being met.
onevent EVENT_GAME { ifvare EXTRA 20 { // Airlock Switch getactor[THISACTOR].picnum AIRLKNPIC ifvarvarn AIRLKNPIC AIRLKCPIC { // Switch has been activated operateactivators AIRLK 0 // setactor[THISACTOR].picnum 135 setvarvar AIRLKCPIC AIRLKNPIC } // end ifvarn } // end ifvare } // end EVENT_GAME endevent
I'm so close I can taste it.
EDIT: Nevermind, I've got it working perfectly now. I had an issue in the map that was preventing the doors from opening.