Thank you Mnemonic, that worked a treat
I added it to my dialog and the door stops working. Here is a shortened bit of my code;
// fill the response box
Game.AddResponse(0, Responses[0]);
Game.AddResponse(1, Responses[1]);
Game.AddResponse(1, Responses[2]);
// let the player choose one
Selected = Game.GetResponse();
// let the actor say the selected sentence
actor.Talk(Responses[Selected]);
// now let the Old Guy reply depending on the selected sentence
if(Selected==0)
{
this.Talk("Some text.");
this.Talk("Something else.");
actor.Talk("*ahem*");
}
else if(Selected==1)
{
this.Talk("Some other text");
actor.Talk("*ahem*.");
Game.UnloadObject(actor);
actor = Game.LoadActor("actors\Sarg2\Sarg2.actor");
Game.MainObject = actor;
var Exit = Scene.GetNode("DoorToF2"); // the name of your exit entity here
Exit.Active = false; // or true, to activate or deactivate
}
else if(Selected==2) Loop = false;
}
}
Am I right in thinking that this bit of code is also used to make the item active and to turn the door back
on after getting it?
BTW, Sorry about posting in the wrong forum