:ready set_state r3_button button_broken :look say player "That button must activate the bridge, but it is broken." [button_broken] say player "It should work now." [!button_broken] :push say player "I must USE this." :use > [!button_broken, !r3_bridge_closed] set_state r3_bridge bridge_close enable_terrain bridge_closed set_global r3_bridge_closed true 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_broken, r3_bridge_closed] set_state r3_bridge bridge_open enable_terrain bridge_open set_global r3_bridge_closed false set_interactive r3_right_platform true # Disable the door collision so it acts like part of the right # platform again. custom r3_r_exit door_enabler disable_door stop > [button_broken] say player "The button is broken!" stop :talk > [button_broken] say player "Please, will you repair yourself?" wait 1 set_state r3_button button_repaired set_global button_broken false wait 1 say player "Oh, it worked!" stop > [!button_broken] say player "I better not talk to it any more, it might break again." :arrived say player "I am there!"