@Dico you have a problem with the pointer below. Only one door at a time can be held in this pointer. So regardless of the skill1 settings, this should only open one door or fail here.

Code:
if(you == door_ent)
					{



Because the door_ent point only holds one reference.

You could use my door_ids idea with your skill1 id

Code:
ENTITY *door_ent[100];

action trigger()
{
 my.skill1 =1;

 ..................
  if(you == door_ent[my.skill1])
					{

...
}

action door()
{
my.skill1 =1;
 door_ent[my.skill1] = my; 

............
}




Also if I follow correct,then there is no need for a second check of skill1. However if you instead use a type id

Code:
if(you.skill79 == 420)// 420 type code id for all doors 
					{



Then the second skill1 check can be used as you wish to open many doors.

Sorry I'm just bored
Mal

Last edited by Malice; 10/21/15 00:20.