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IDProjectCategoryView StatusLast Update
0000574The Dark ModFeature proposalpublic24.06.2008 14:59
ReporterSneaksieDave Assigned ToSneaksieDave  
PrioritynormalSeveritynormalReproducibilityN/A
Status closedResolutionfixed 
Product VersionSVN 
Fixed in VersionSVN 
Summary0000574: Option not to auto-open after unlocking?
DescriptionIIRC opinions are divided on the issue of whether a door/chest/etc should immediately open upon successfully unlocking, by key or lockpick. Opinions on the yes side include speed/ease of game flow/frustration avoidance (e.g., not relocking a door once you've just unlocked it). On the other side of the argument is wanting control over when a door, etc., is opened. One may want it unlocked right now to be prepared (timing a patrol) but NOT opened right now, because the AI will hear the door.

One suggestion is that it be a user preference: open after unlock Y/N
TagsNo tags attached.

Activities

greebo

greebo

23.02.2008 19:01

administrator   ~0001073

The attack point in the code is in CBinaryFrobMover::Unlock(), if anybody beats me to that.
greebo

greebo

21.06.2008 20:15

administrator   ~0001355

This option is now implemented: just set the spawnarg "open_on_unlock" to "0".
SneaksieDave

SneaksieDave

24.06.2008 01:55

reporter   ~0001357

Oh I see what happened... sorry if the original description wasn't clear (but the current implementation has value as well). The request was a user preference (cvar) to determine whether or not any locked door is automatically opened by the player upon picking/unlocking. With it on (default?) it would act like Thief; doors would automatically open when unlocked. Off, doors would *click* unlock, but not open. A second action from the player would be required to actually open the door.
greebo

greebo

24.06.2008 05:41

administrator   ~0001359

Need feedback: See forum thread here: http://modetwo.net/darkmod/index.php?showtopic=7913
SneaksieDave

SneaksieDave

24.06.2008 14:59

reporter   ~0001360

verified for user setting 1/0 with door setting 1/0 and with multi-part doors (e.g., prison cell doors)

Issue History

Date Modified Username Field Change
10.02.2008 21:13 SneaksieDave New Issue
23.02.2008 19:01 greebo Note Added: 0001073
23.02.2008 19:01 greebo Status new => confirmed
21.06.2008 20:14 greebo Status confirmed => assigned
21.06.2008 20:14 greebo Assigned To => greebo
21.06.2008 20:15 greebo Status assigned => resolved
21.06.2008 20:15 greebo Resolution open => fixed
21.06.2008 20:15 greebo Note Added: 0001355
24.06.2008 01:55 SneaksieDave Status resolved => feedback
24.06.2008 01:55 SneaksieDave Resolution fixed => reopened
24.06.2008 01:55 SneaksieDave Note Added: 0001357
24.06.2008 05:17 greebo Status feedback => assigned
24.06.2008 05:41 greebo Note Added: 0001359
24.06.2008 05:41 greebo Assigned To greebo => SneaksieDave
24.06.2008 05:41 greebo Status assigned => feedback
24.06.2008 14:59 SneaksieDave Status feedback => closed
24.06.2008 14:59 SneaksieDave Note Added: 0001360
24.06.2008 14:59 SneaksieDave Resolution reopened => fixed
24.06.2008 14:59 SneaksieDave Fixed in Version => SVN