But, no matter what, the door always lets them enter. How can I block the default behaviour of doors so it does not just activate when my script is done?
My button returns works, as I get the correct messages based on the decision. It just activates the door every time.
Scriptname LevelersEntranceDoor extends ObjectReference {Script on entrance door to towers}Message Property MesgQuestionBox1 Auto Message Property MesgOkay Auto Message Property MesgNo Auto int Buttonint myStateEVENT onActivate(objectReference akActionRef) If akActionRef == Game.GetPlayer() if myState == 0 button = MesgQuestionBox1.show() if Button == 0 myState = 1 MesgOkay.show(); DoorReference.Activate(Game.GetPlayer()) elseif Button == 1 MesgNo.show() endif else; DoorReference.Activate(Game.GetPlayer()) debug.MessageBox("Already Accepted, can now enter") endif EndIfendEVENT