The opcode you use says that "door_lock" means "The chance of the car door being locked" so I think that with this opcode the car door shouldn't be ALWAYS locked (just sometimes). If you want them to be locked forever you should try with this opcode:
| CODE |
| 020A: set_car 0@ door_status_to 4 |
1 = unlocked
2-5 = locked
6 = unlocked, doors stay on car
7 = locked, doors can fall off
8 = locked
but before you use it create a car with this opcode:
| CODE |
| 0@ = Car.Create(#PATRIOT, X, Y, Z) |
and make them to create only if a player is close to a car point for example radius is 150.0 (X,Y) - this is not necessery but that way you can save some memory. You could use this opcode for a conditional check:
| CODE |
| 00EC: actor $PLAYER_ACTOR sphere 0 near_point X Y radius 150.0 150.0 |
And if a player is not in a radius of this car then destroy car with a "Car.Destroy" opcode.
This post has been edited by JACK JONES on Wednesday, Apr 4 2012, 09:02