SetDoorCheck
Decide before a door moves - the player’s game waits for OnPlayerUseDoor.
Names a door (its key) or every door ("*") whose use waits for the mode: when a player opens or closes such a door, their game
holds the swing and asks, and OnPlayerUseDoor decides before the door moves - false keeps it still (with a text, the
player is told why), anything else lets it swing as usual. on = false takes a door back. The use waits for the round trip to the
server, so name the doors you mean to judge, not every door of the level. At most 4096 doors by name (however long their names);
changes go out to the players once, at the end of the tick, and only the doors that changed.
Syntax
Section titled “Syntax”SetDoorCheck(key [, on])| Parameter | Type | |
|---|---|---|
key |
string | the door’s level name, or "*" for every door |
on |
boolean | true (the default) to decide first, false to take it back (optional) |
Returns
Section titled “Returns”boolean - false for an empty or too long key, or past 4096 doors
Example
Section titled “Example”-- the houses players own open for their owners alonefor key, owner in pairs(HOUSE_DOORS) do SetDoorCheck(key) endfunction OnPlayerUseDoor(pid, key, open, locked) local owner = HOUSE_DOORS[key] if owner and owner ~= GetPlayerName(pid) then return false, "This is " .. owner .. "'s house." endendSee also
Section titled “See also”OnPlayerUseDoor · IsDoorChecked · SetDoorPrompt · the Doors and containers group of the index
