# THIS ROOMS FEATURES AN OPEN BRIDGE WITH A ***BROKEN*** BUTTON TO USE IN ORDER TO OPEN :setup # If the room hasn't been visited previously, open the bridge and break the button > [!room3_visited] set_global room3_visited true # Mark the bridge as open set_global r3_bridge_closed false # Set a global for the button state so we can write test logic for it # This will start the animation with the check in the "ready:" state below. set_global r3_button_broken true > [r3_bridge_closed] # Make set_state IMMEDIATE to reach the final frame immediately set_state r3_bridge bridge_close true enable_terrain bridge_closed set_interactive r3_right_platform false set_interactive r3_r_exit true # We use a custom function to enable the collision polygon on the door # to enable it to work as a door once the bridge is closed. # You'll find the script in room3/Hotspots/r_door/door_enabler custom r3_r_exit door_enabler enable_door > [eq ESC_LAST_SCENE room2] teleport player r3_l_exit # Set player look down set_angle player 180 # > [r3_button_broken] # set_state r3_button button_broken stop > [eq ESC_LAST_SCENE room4] # Set the bridge closed and button fixed or else you cant get back to the left hand side # if you started the game in room 4 set_global r3_bridge_closed true set_global r3_button_broken false # Turn off the button's smoke animation #set_state r3_button button_repaired true teleport player r3_r_exit # Set the bridge state which will also run the bridge closing animation set_state r3_bridge bridge_close true # Enable the whole room terrain so the player can walk across the whole room enable_terrain bridge_closed # Don't make the right platform a separate object you can click. This is only valid when # the bridge is open set_interactive r3_right_platform false set_interactive r3_r_exit true # We use a custom function to enable the collision polygon on the door # to enable it to work as a door once the bridge is closed. custom r3_r_exit door_enabler enable_door # Set player look left set_angle player 270 stop :ready > [r3_button_broken] # Mark the button as broken and play the smoke animation set_state r3_button button_broken > [!r3_button_broken] # Turn off the button's smoke animation set_state r3_button button_repaired true > [r3_bridge_closed] # This is for when you close the bridge then go back to room 2 # Set the bridge closed set_global r3_bridge_closed true