ironman21
Quote: "to use the animated safe , to make a weapon and ammo appear when i unlock it"
Yes, easier than you think. Open your script for the chest ( I think I have the same one also) Look and see if
it has a command already that says "activateifused=1" If not you add it after animation opens chest. Here's mine.
Look at line state=1,you'll notice that command.
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=usedoorprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=usedoorprompt,hudfadeout=usedoorprompt
:state=10,plrdistwithin=60,plrusingaction=1:activate=2
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff,activateifused=1
:state=2,plrdistwithin=60,plrusingaction=1:activate=0
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0
;End of Script
Now place your weapon and ammo. Right click and change BOTH to the EXACT SAME name!
( a simple unique name that you wont use anywhere else in your map)
Set BOTH in their property settings "Spawn At Start" set to "NO"
Now in the "chest" property settings in the "If Used" field type the name that you gave to the
weapon and ammo. When chest opens the command "activateifused=1" will trigger it's
If Used field and the weapon and ammo will appear.
My games never have bugs. They just develop random features..
Lots and lots of random features...