func_door doesn't respect lock states #8

Open
opened 2021-09-11 22:42:10 +00:00 by xylemon · 0 comments
xylemon commented 2021-09-11 22:42:10 +00:00 (Migrated from vcs.vera-visions.com)

func_door (and rotating) can have a "locked" state set, causing them to emit "locked" sounds when touched and the ablity to be unlocked via entity logic.

An example you can test this is on HDSciSub, a lot of doors are locked, including the one in the stall.

What needs to be done:

  • wait key affects open/close state
    On HDSciSub, the bathroom func_door has "wait 0" resulting in it starting opened and never closing
  • Doors get locked
  • Doors get unlocked
  • Locked sounds play
  • Unlocked sounds play
  • Sentences play (can test on last hazard course map)
  • Needs to be done in func_door_rotating

The fields in questions:

FUNC_DOOR:

targetname < used by trigger_auto
locked_sound
0 = None
2 = Access Denied
8 = Small Zap
10 = Buzz
11 = Buzz Off
12 = Latched Locked
(yes it really is setup like this)
unlocked_sound
0 = None
1 = Big zap & Warmup
3 = Acess Granted
4 = Quick Combolock
5 = Power Deadbolt 1
6 = Power Deadbolt 2
7 = Plunger
8 = Small Zap
9 = Keycard Sound
10 = Buzz
13 = Latch Unlocked
locked_sentence
unlocked_sentence

TRIGGER_AUTO:

target < the door
globalstate = lock < the field and the entry that locks the door
triggerstate = 1

func_door (and rotating) can have a "locked" state set, causing them to emit "locked" sounds when touched and the ablity to be unlocked via entity logic. An example you can test this is on HDSciSub, a lot of doors are locked, including the one in the stall. What needs to be done: - [x] wait key affects open/close state On HDSciSub, the bathroom func_door has "wait 0" resulting in it starting opened and never closing - [x] Doors get locked - [ ] Doors get unlocked - [x] Locked sounds play - [ ] Unlocked sounds play - [ ] Sentences play (can test on last hazard course map) - [x] Needs to be done in func_door_rotating The fields in questions: FUNC_DOOR: targetname < used by trigger_auto locked_sound 0 = None 2 = Access Denied 8 = Small Zap 10 = Buzz 11 = Buzz Off 12 = Latched Locked (yes it really is setup like this) unlocked_sound 0 = None 1 = Big zap & Warmup 3 = Acess Granted 4 = Quick Combolock 5 = Power Deadbolt 1 6 = Power Deadbolt 2 7 = Plunger 8 = Small Zap 9 = Keycard Sound 10 = Buzz 13 = Latch Unlocked locked_sentence unlocked_sentence TRIGGER_AUTO: target < the door globalstate = lock < the field and the entry that locks the door triggerstate = 1
Sign in to join this conversation.
No labels
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Reference: vera/nuclide#8
No description provided.