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Scriptname _00E_MQ11c_BlockDoorActivation extends ObjectReference
{This script isn't solely used in MQ11c, don't change and use with care}
Event OnInit()
self.BlockActivation(True)
EndEvent
Event OnActivate(ObjectReference akActionRef)
If self.IsActivationBlocked()
If akActionRef == PlayerREF
If !ConfigSmallerThan && !ConfigEqual
If SetQuest.GetCurrentStageID() >= UnlockStage
self.BlockActivation(False)
Self.Activate(PlayerREF, True)
Else
_00E_BlockedMessage.Show()
EndIf
ElseIf ConfigSmallerThan == True
If SetQuest.GetCurrentStageID() <= UnlockStage
self.BlockActivation(False)
Self.Activate(PlayerREF, True)
Else
_00E_BlockedMessage.Show()
EndIf
ElseIf ConfigEqual == True
If SetQuest.GetCurrentStageID() == UnlockStage
self.BlockActivation(False)
Self.Activate(PlayerREF, True)
Else
_00E_BlockedMessage.Show()
EndIf
EndIf
ElseIf akActionRef != PlayerREF
Self.Activate(akActionRef, True)
EndIf
EndIf
EndEvent
Quest Property SetQuest Auto
{The quest that controls the blocking behaviour of the set door}
int Property UnlockStage Auto
{The stage when the door can be used normally again}
Actor Property PlayerREF Auto
Bool Property ConfigGreaterThan Auto
{Door can only be activated If the current quest stage is higher or equal to the unlockStage}
Bool Property ConfigSmallerThan = False Auto
{Door can only be activated If the current quest stage is lower or equal to the unlockStage}
Bool Property ConfigEqual = False Auto
{Door can only be activated If the current quest stage is equal to the unlockStage}
Message Property _00E_BlockedMessage Auto
{Message that gets displayed If the door cannot be opened}