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I would create an event called Door_Check, and three triggers; Door_Interaction, Door_Check_Pass, and Door_Check_Fail.
The first trigger (door_Interaction) would be:
WHEN: HallDoor is interacted with.
IF: (leave blank)
DO: send event "Door_Check"
The second trigger (door_check_pass) would be:
WHEN: Door_Check
IF: SystemCrash is true
DO: Delete HallDoor, Play sound Door Slide
The third trigger (door_check_fail) would be:
WHEN: Door_Check
IF: SystemCrash is false
DO: Display text "Door to Hall, I have no reason to go there..."
When you interacte with the door, it will check to see if the Boolean variable is true or false with two seperate triggers, and return the proper result. Just make sure they are all active at map start, and the first and third triggers are retained after firing. I had issues with "Otherwise" in a few of my triggers and this way always works. Hope it helps.
Use "Prop->Force Use Interactable Object" instead of delete prop for a door.
This also means you'll get the door sound without having to add a specific DO statement to play a sound.
If the door has pre-reqs and you want an NPC to open the door be aware it will 'close' again shortly so do the Force Use followed by the Delete Prop command. Force Use has to occur first.
On many doors, i use 2 props, so that you can open then close them.
The door itself (central part A) is set as interactable / door then AI only
One of the door sides (doorside A) is set as the active object : interactable generic, generic icon
A boolean or quest item can be used (i prefer quest items for RP purpose : a key is a key, a lockpick is a lockpick :p)
So, for you it would be :
Trigger_open_door (check box to allow multiple uses)
When : on item interaction doorside A
If : Systemcrash is true
Do : force use central part A
Otherwise : display text...
This should work, then it depends how your story wants it :p