EDIT:
I have done a little digging into stock scripts and I have come up with this(i have also put it into it's own file as well).
One big issue I have is that the flags will be set (i have pushed to two buttons) but it won't let me hit the main switch and it doesn't update the hint string to the next part (still using &"ZOMBIE_HALTED" as if they buttons are not pushed.
The better half can't figure it out and she is a devop dev so i came here.
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
flag_init("trigger1_door_activated");
flag_init("trigger2_door_activated");
thread secret_trigger_1();
thread secret_trigger_2();
thread secret_door();
}
Secret_trigger_1()
{
trigger1_cost = 3000;
trig1 = getEnt("secret_trigger","targetname");
trig1 SetCursorHint( "HINT_NOICON" );
trig1 setHintString("Turn On Power First To Resume Powerup");
flag_wait("electricity_on");
trig1 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger1_cost + "]");
trig1 waittill("trigger", player );
if( player.score >= trigger1_cost )
player maps\_zombiemode_score::minus_to_player_score( trigger1_cost );
flag_set("trigger1_door_activated");
trig1 delete();
}
Secret_trigger_2()
{
trigger2_cost = 3000;
trig2 = getEnt("secret_trigger2","targetname");
trig2 SetCursorHint( "HINT_NOICON" );
trig2 setHintString("Turn On power First To Resume Powerup");
flag_wait("electricity_on");
trig2 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger2_cost + "]");
trig2 waittill("trigger", player );
if( player.score >= trigger2_cost )
player maps\_zombiemode_score::minus_to_player_score( trigger2_cost );
flag_set("trigger2_door_activated");
trig2 delete();
}
secret_door()
{
door = getEnt("secret_door","targetname");
door SetCursorHint( "HINT_NOICON" );
door setHintString("Must Turn On power First");
flag_wait("electricity_on");
door setHintString(&"ZOMBIE_HALTED");
flag_wait("trigger1_door_activated");
flag_wait("trigger2_door_activated");
door setHintString(&"ZOMBIE_RE");
door waittill("trigger", player );
door setHintString(&"ZOMBIE_WAIT");
wait 10;
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] playsound("door_slide_open");
}
door setHintString(&"ZOMBIE_MA");
door waittill("trigger", player );
players = get_players();
for ( i = 0; i < players.size; i++ )
{
primaryWeapons = players[i] GetWeaponsList();
players[i] playsound( "full_ammo" );
for( x = 0; x < primaryWeapons.size; x++ )
{
players[i] GiveMaxAmmo( primaryWeapons[x] );
}
}
door delete();
}