I'm working on the process of implementing it without having to know ACS

Also I got in touch with Xaser a while ago and I think he wanted to come up with a layout for the display for the objectives IIRC. I dunno what happened with that.
The keypad combo lock will be literally an extra .o file you load on everything else. And then for the door you would just simply set a tag for the door sector and pass it, along with a set combo, as parameters on the line you want the player to activate to use the keypad lock.
For now I have it set to a script number, but I can rename it or whatever for ACS_Namedexecute if you'd like. My suggestion is dont worry about the implementation. For testing purposes, you can use a normal locked door for now, and just swap it out with a different linedef when it's ready.
I'm gonna guess you're wondering a few other things as well so I'm just gonna explain a couple things:
A) Yes it is in a fully functional form, I am not fixing any bugs or anything.
B) The menu display for the objectives will only take a little time, I more need the layout before I can start doing anything. By a little time I mean, if you already have the graphics ready for me, like probably 15-30 minutes.
C)Sorry for disappearing kinda, I have a bad habit of not eating enough and it comes and bites me in the ass every couple months
