All pastes #261698 Raw Edit

Anonymous

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#261698 ·published 2006-11-29 20:08 UTC
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Door ds 

Internal doors

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2402,
            (5:18) move the triggering furre back where they came from.
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2403.

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2401,
            (5:18) move the triggering furre back where they came from.
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2404.

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2403,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2402.

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2404,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2401.



Outer doors

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2405,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2406.

(0:1) Whenever somebody moves,
   (1:18) and they (moved from/are standing at) object type 2406,
      (3:5) where the triggering furre (moved from/is standing at),
            (5:4) place object type 2405.

(0:1) Whenever somebody moves,
   (1:3) and they move into object type 2408,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 2407.

(0:1) Whenever somebody moves,
   (1:18) and they (moved from/are standing at) object type 2407,
      (3:5) where the triggering furre (moved from/is standing at),
            (5:4) place object type 2408.


(0:100) When 1 seconds have passed, offset by 0,
         (4:3) only where an object type 2405 is,
         (4:10) only in places that can't be walked into,
            (5:4) place object type 2406.


(0:100) When 1 seconds have passed, offset by 0,
         (4:3) only where an object type 2408 is,
         (4:10) only in places that can't be walked into,
            (5:4) place object type 2407.

This is global for all doors, and all objects are door objects.


Air room

(0:7) When somebody moves into position (64,17),
   (1:103) and they didn't move into object type 254, 
            (5:14) move the triggering furre to (24,126) if there's nobody already there.


(0:7) When somebody moves into position (26,127),
   (1:103) and they didn't move into object type 2402,
   (1:103) and they didn't move into object type 2410, [locked door]
            (5:14) move the triggering furre to (64,18) if there's nobody already there.

(0:7) When somebody moves into position (26,127),
   (1:3) and they move into object type 2402,
            (5:50) set countdown timer air1 to go off in 4 seconds.

(0:50) When countdown timer air1 goes off,
            (5:41) place object type 2402 at (26,127).

This is for a single door that can be locked.



(0:7) When somebody moves into position (22,128),
   (1:3) and they move into object type 2567, [switch off]
      (3:2) at position (22,128) on the map, 
            (5:4) place object type 2568. [switch on]
      (3:2) at position (26,127) on the map,
            (5:4) place object type 2410.
      (3:2) at position (64,18) on the map,
            (5:4) place object type 2410.
      (3:2) at position (64,17) on the map,
            (5:4) place object type 254.


(0:7) When somebody moves into position (22,128),
   (1:3) and they move into object type 2568, [switch on]
      (3:2) at position (22,128) on the map,
            (5:4) place object type 2567. [switch off]
      (3:2) at position (26,127) on the map,
            (5:4) place object type 2402.
      (3:2) at position (64,18) on the map,
            (5:4) place object type 2408.
      (3:2) at position (64,17) on the map,
            (5:4) place object type 0.

This is the lock. Now to make a global unlock, how do I return the doors all at once to normal?