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Creating lockpickable doors (at least 0.19)

Posted: Sat Jul 20, 2002 3:54 pm
by Big-J-Q
Maybe it's too early to worry about these things, but as I was making my own testbed-dungeon, I created a door there with winged key lock, that could be picked with lockpicks. However, it had few problems.

If I pick the door, I can still lose my winged key by inserting it into the lock. How do I prevent this? In other words, is there command which would disable other triggers, like DISABLE=(1001,1003) which would disable the "right key into the lock"-lock and "lockpick into the lock"-lock? (Please, understand my worse-than-it-should-be english!)

Another problem was that to open the door I have to deactivate it. However, as the lockpick-lock had also the generator as a target, deactivating didn't operate the generator. Toggling would have been an answer, but because of the problem #1 it couldn't be used. There are of course another ways of accomplishing things (I guess). I remember looking at the CSB-dungeon where this was done with TOGGLING, but that's not an option.

Have any of you had the time to create some tiny dungeons? Just some stupid "I'm testing this and that"-dungeons? Even if they were crappy, I'd still love to play them! :)

Re: Creating lockpickable doors (at least 0.19)

Posted: Mon Jul 22, 2002 8:47 am
by George Gilbert
This RTC core is implemented differently to that of DM; for some puzzles you need less items, for others you need more. For what you'#re trying to do, unfortunately it's the latter camp!

What you need here is a series of relays. These take an ACTIVATE input and turn it into something else. What you should do is get your lock to activate 3 relays, one that deactivates the door, one that activates the generator and the last one that disables (or destroys) the winged lock. This should give you the desired effect...