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Mangaclub

Fallout4 Script to make a Numberpad lock work

Mar 20th, 2022 (edited)
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  1. Scriptname wh_keypad_puzzle extends ObjectReference Const
  2. {Fallout4 Script to make a Numberpadlock work and do stuff if the Numbers are correct. Requires 6 Messages to be created with numbered buttons - Author Mangaclub - whisperinghills.net }
  3.  
  4. Bool Property LinkedRefenable Auto Const
  5. {Shall we enable or Disable a Object Reference?}
  6.  
  7. Bool Property Linkedrefstate = True Auto Const
  8. {Shall the Object Ref be disabled (false) or enabled (true)}
  9.  
  10. Bool Property Doorlocking = False Auto Const
  11. {Shall a door be locked or unlocked?}
  12.  
  13. Bool Property Doorlockengange Auto Const
  14. {Shall the door reference be unlocked (true) or locked (false)}
  15.  
  16. ObjectReference Property Doorreference Auto Const
  17. {The door to be locked/unlocked}
  18. ObjectReference Property objectdisable Auto Const
  19. {The object to be disabled/enabled}
  20.  
  21. Sound Property Correctsound Auto Const
  22. {Sound to play when combination is correct}
  23.  
  24. Sound Property wrongsound Auto Const
  25. {Sound to play when combination is wrong}
  26.  
  27. Message Property Message1 Auto Const
  28. Message Property Message2 Auto Const
  29. Message Property Message3 Auto Const
  30. Message Property Message4 Auto Const
  31. Message Property Message5 Auto Const
  32. Message Property Message6 Auto Const
  33.  
  34. Int Property Number1 Auto Const
  35. {Correct Number 1}
  36. Int Property Number2 Auto Const
  37. {Correct Number 2}
  38. Int Property Number3 Auto Const
  39. {Correct Number 3}
  40. Int Property Number4 Auto Const
  41. {Correct Number 4}
  42. Int Property Number5 Auto Const
  43. {Correct Number 5}
  44. Int Property Number6 Auto Const
  45. {Correct Number 6}
  46.  
  47. Event OnActivate(ObjectReference akActionRef)
  48. Int Finalnumber = 0
  49. Int Inputnumber1 = Message1 .Show()
  50. If (Inputnumber1 == Number1)
  51. Finalnumber += 1
  52. Correctsound.Play(self)
  53. else
  54. wrongsound.Play(self)
  55. endif
  56. Int Inputnumber2 = Message2 .Show()
  57. If (Inputnumber2 == Number2)
  58. Finalnumber += 1
  59. Correctsound.Play(self)
  60. else
  61. wrongsound.Play(self)
  62. endif
  63. Int Inputnumber3 = Message3 .Show()
  64. If (Inputnumber3 == Number3)
  65. Finalnumber += 1
  66. Correctsound.Play(self)
  67. else
  68. wrongsound.Play(self)
  69. endif
  70. Int Inputnumber4 = Message4 .Show()
  71. If (Inputnumber4 == Number4)
  72. Finalnumber += 1
  73. Correctsound.Play(self)
  74. else
  75. wrongsound.Play(self)
  76. endif
  77. Int Inputnumber5 = Message5 .Show()
  78. If (Inputnumber5 == Number5)
  79. Finalnumber += 1
  80. Correctsound.Play(self)
  81. else
  82. wrongsound.Play(self)
  83. endif
  84.  
  85. Int Inputnumber6 = Message6 .Show()
  86. If (Inputnumber6 == Number6)
  87. Finalnumber += 1
  88. Correctsound.Play(self)
  89. else
  90. wrongsound.Play(self)
  91. endif
  92.  
  93. If (Finalnumber == 6)
  94. If (LinkedRefenable == true)
  95. if (Linkedrefstate ==true)
  96. objectdisable.enable()
  97. else
  98. objectdisable.disable()
  99. endif
  100. endif
  101.  
  102. If (Doorlocking == true)
  103. if (Doorlockengange ==true)
  104. Doorreference.SetOpen(true)
  105. Doorreference.unlock()
  106. Doorreference.SetLockLevel(0)
  107. else
  108. Doorreference.SetOpen(false)
  109. Doorreference.lock()
  110. Doorreference.SetLockLevel(99)
  111. endif
  112. endif
  113.  
  114. else
  115. wrongsound.Play(self)
  116. endif
  117.  
  118. EndEvent
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