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gymkhana-actions/game/rooms/room03/esc/room03_bridge.esc

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# 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
# The parameters aren't used by the disable_door function,
# they're there as an example of how to pass parameters.
custom r3_r_exit door_enabler disable_door a b c 1 2 345 {r3_button_broken}
> [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