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