# THIS ROOMS FEATURES AN OPEN BRIDGE WITH A ***BROKEN*** BUTTON TO USE IN ORDER TO OPEN :setup > [!room3_visited] set_global room3_visited true set_global r3_bridge_closed false set_state r3_button button_broken set_global 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. 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 stop > [eq ESC_LAST_SCENE room4] teleport player r3_r_exit # Set player look left set_angle player 270 # If bridge not closed > [!r3_bridge_closed] set_interactive r3_right_platform false stop :ready # DEBUG #set_state r3_bridge bridge_close #enable_terrain bridge_closed #set_global bridge_closed true #set_interactive r3_right_platform false ## /DEBUG