Original report by Adam Biser (Bitbucket: adambiser, GitHub: adambiser).
trigger 92
{
action = "Door_Open";
arg1 = 16;
arg2 = 300;
arg3 = 0; // without this line, the door remains "locked" as if arg3 = 1 like in wolf definition
playeruse = true;
monsteruse = true;
repeatable = true;
activatenorth = false;
activatesouth = false;
}
To remove the elevator switch trigger, I needed to do:
trigger 21
{
action = "";
playeruse = false;
activateeast = false;
activatewest = false;
activatenorth = false;
activatesouth = false;
}
but expected to only need this