Doors locked by terminals

Post » Tue May 17, 2011 10:57 am

I've managed to script a terminal so that I can unlock then re-lock a door via a terminal. But after creating the script, when I try to open the door once it has been unlocked by the terminal, I get the message "this object is activated elsewhere".
What is the correct way to make a terminal unlock/lock a door?
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Tue May 17, 2011 2:13 pm

That sounds like a problem with how your door is set up. It's likely your terminal is functioning just as you want.

If I remember correctly, some doors have a script that causes that message to appear when the player activates them directly. If this is the case, you'll want to use a different door - one that can be opened directly.

Cipscis
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Mon May 16, 2011 11:29 pm

That message is usually only shown when you try to 'Activate' the door using the 'players' credetials.

1) What script do you have on the terminal option for locking and unlocking the door.
2) And what door Editor ID are you using?
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Tue May 17, 2011 3:44 am

The door I'm using is a "Vault101CellDoor". I'm using the scripts:

ref myLink
set myLink to getLinkedRef
myLink.unlock


ref myLink
set myLink to getLinkedRef
myLink.lock

User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Tue May 17, 2011 5:36 am

Is there a script on the door itself?
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Tue May 17, 2011 8:45 am

No, just on the terminal which is linked to the door.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Tue May 17, 2011 8:28 am

Yes, that door "does" have a script on it that blocks the player from activating it.

If you want to use that door, make a copy of it and remove the script from your copy.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Tue May 17, 2011 8:25 am

Thanks, it worked.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm


Return to Fallout 3