:look say player "That button must activate the bridge, but it is broken." [r3_button_broken] say player "It should work now." [!r3_button_broken] :push say player "I must USE this." :use # Button is fixed, bridge is open - close the bridge > [!r3_button_broken, !r3_bridge_closed] # Set the bridge state to closed. This will trigger the bridge animation. set_state r3_bridge bridge_close # Make it so the player can cross the whole room enable_terrain bridge_closed set_global r3_bridge_closed true # Make it so the right hand side of the screen is no longer an "item" you can # look at to be told you can't reach it. set_interactive r3_right_platform false set_interactive r3_r_exit true # We start with the collision polygon on the right door disabled # This lets it act as part of the right platform, which responds # with "I can't reach it" when the player clicks it with the bridge # open. # 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 stop # Button is fixed, bridge is open. > [!r3_button_broken, r3_bridge_closed] say player "I don't want to close the bridge." > [r3_button_broken] say player "The button is broken!" stop :talk > [r3_button_broken] # Disable input so that the player can't interrupt this sequence of events accept_input SKIP say player "Please, will you repair yourself?" wait 1 # Turn off the button's smoke animation set_state r3_button button_repaired set_global r3_button_broken false wait 1 say player "Oh, it worked!" # Reenable input accept_input ALL stop > [!r3_button_broken] say player "I better not talk to it any more, it might break again." :arrived say player "I am there!"