It's pretty time intensive brute forcing my way to a solution and I was hoping someone had figured out the knack behind how the combinations work?
import debugimport utilitybool property puzzleSolved auto hiddenbool property doorOpened auto hiddenint property numRingsSolved auto hiddenMessage property ActivateWithoutObjMessage autoobjectReference property doorBase auto{base piece of the door}objectReference property largeRing auto{large rotating disk of the door}objectReference property mediumRing auto{medium rotating disk of the door}objectReference property smallRing auto{small rotating disk of the door}objectReference property doorFX auto{dust FX for when doors opens}int property ringCount auto{number of rotating disks}bool property allowNonPlayerActivation = False auto{Allow other activators to activate this?}objectReference property refActOnFailure01 auto{This ref is activated when puzzle is not solved and lever is pulled}objectReference property refActOnFailure02 auto{This ref is activated when puzzle is not solved and lever is pulled}objectReference property refActOnFailure03 auto{This ref is activated when puzzle is not solved and lever is pulled}objectReference property refActOnFailure04 auto{This ref is activated when puzzle is not solved and lever is pulled}objectReference property refActOnSuccess auto{This ref is activated when puzzle is solved and lever is pulled}MiscObject property myMiscObject auto{the MiscObject needed to activate the keyhole}Quest property myQuest auto{if needed, the quest to update}Quest Property AltQuest auto{if needed, the alternate quest to update}int property myQuestStageSuccess auto{if needed, what stage to set the quest upon success}int Property myAltQuestStageSuccess auto{if needed, what alternate stage to set the quest upon success}objectReference property backDoorActivator auto{This ref is the the activator that opens the door from behind regardless of solve state}bool property activationAlwaysSucceeds = False auto{Forces CheckSuccess to always open the door.};************************************Function openDoor() gotoState("done") ;play FX doorFX.playAnimation("FXDoorOpen") ;open main door doorBase.playAnimation("Open") ;open the the pieces largeRing.playAnimation("Open") mediumRing.playAnimation("Open") smallRing.playAnimation("Open") ;open self playAnimation("Open") ;if there is a myQuest, and it's running, set it's stage. if (myQuest) if myQuest.IsRunning() myQuest.setStage(myQuestStageSuccess) endif endif ;if there is an AltQuest, and it's running, set it's stage. if (AltQuest) if AltQuest.IsRunning() AltQuest.setStage(myAltQuestStageSuccess) endif endif endFunction;************************************Function checkSuccess() if (numRingsSolved >= ringCount || activationAlwaysSucceeds) gotoState("done") puzzleSolved = True refActOnSuccess.activate (self as objectReference) openDoor() else ;activate failure refs if(refActOnFailure01) refActOnFailure01.activate (self as objectReference) endif if(refActOnFailure01) refActOnFailure02.activate (self as objectReference) endif if(refActOnFailure01) refActOnFailure03.activate (self as objectReference) endif if(refActOnFailure01) refActOnFailure04.activate (self as objectReference) endif gotoState ("mainState") endifendFunction;************************************Auto STATE mainState Event OnLoad() ;teammates shouldn't use this ever Self.SetNoFavorAllowed() EndEvent EVENT onActivate (objectReference triggerRef); Debug.Trace("Door " + Self + " Activated") Actor actorRef = triggerRef as Actor HallofStoriesDiskScript LRing = largeRing as HallofStoriesDiskScript HallofStoriesDiskScript MRing = mediumRing as HallofStoriesDiskScript HallofStoriesDiskScript SRing = smallRing as HallofStoriesDiskScript if (actorRef == game.GetPlayer() || allowNonPlayerActivation); Debug.Trace("Check 1 Passed") if (game.GetPlayer().GetItemCount(myMiscObject) >= 1 || (allowNonPlayerActivation && actorRef != game.GetPlayer())); Debug.Trace("Check 2 Passed") if((LRing.GetState() != "busy") && (MRing.GetState() != "busy") && (SRing.GetState() != "busy")) gotoState("busy") playAnimation("Trigger01") wait(3) checkSuccess() endif else ActivateWithoutObjMessage.show() endif else if (triggerRef == backDoorActivator) openDoor() endif endif endEVENTendState;************************************STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) ;do nothing endEVENTendState;************************************State done ; This is the state when the puzzle is solved and the door is opened ; created new state for clarity, could've used busy Event onActivate (objectReference triggerRef) ;do nothing endEventendState