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Keypad Combo Lock


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 Post subject: Re: Keypad Combo Lock
PostPosted: 30 Jun 2012, 03:14 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
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honestly, you could use the same code for two different doors, if you REALLY wanted to do that. The other thought is to use something else, like a minigame of some kind, to replace the lock. The other consideration is that you dont need to particularly put the BFG in there. Perhaps a special powerup that increases some kind of stat. Or maybe a check at the end of the game is made for this that shows something special at the end of the level either during the cinematics or inside another part of the level. Hell you could almost do a "find all the items" kinda thing where picking up each item spawns the next. You could do that as just setting the specials inside a map editor to thing_spawn on the special pickups.


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 Post subject: Re: Keypad Combo Lock
PostPosted: 04 Jul 2012, 11:22 
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Is this actually going to happen? I start to doubt it...


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 Post subject: Re: Keypad Combo Lock
PostPosted: 04 Jul 2012, 13:45 
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Chaingunner  Chaingunner
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It seems like an unnecessary added complication to me. A feature for feature's sake, added on to the map rather incorporated into its design.


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 Post subject: Re: Keypad Combo Lock
PostPosted: 04 Jul 2012, 16:12 
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Meh... then I should at least use it for *secretprojecttitlehere*


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 Post subject: Re: Keypad Combo Lock
PostPosted: 04 Jul 2012, 16:53 
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Hades Elemental  Hades Elemental
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Someone was caught not paying attention. ;P


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 Post subject: Re: Keypad Combo Lock
PostPosted: 04 Jul 2012, 17:02 
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Still someone needs to implement it and I am honestly not skilled enough in ACS


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 Post subject: Re: Keypad Combo Lock
PostPosted: 09 Jul 2012, 12:20 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
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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 :/


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 Post subject: Re: Keypad Combo Lock
PostPosted: 11 Jul 2012, 01:19 
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Revenant  i am a xaser
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Have the layout and graphical issues been fixed yet? I know the graphics are just placeholders, of course -- I'm wondering about the alignment troubles.


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 Post subject: Re: Keypad Combo Lock
PostPosted: 11 Jul 2012, 03:19 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
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Alignment was just as temporary as the graphics. Collision and everything is whatever you need it to be basically. But yes, I did fix those alignments and I'll go back over them right now.


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 Post subject: Re: Keypad Combo Lock
PostPosted: 11 Jul 2012, 06:31 
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Xaser wrote:
Have the layout and graphical issues been fixed yet? I know the graphics are just placeholders, of course -- I'm wondering about the alignment troubles.

I will do the final graphics if we get this implemented, don't worry about that


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