View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006372 | The Dark Mod | Design/Coding | public | 29.12.2023 19:46 | 09.01.2024 01:28 |
Reporter | Fiver | Assigned To | |||
Priority | low | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | Linux | OS | Debian | OS Version | 11 Bullseye |
Product Version | TDM 2.11 | ||||
Summary | 0006372: Lever and hatch states and animation are out of synch | ||||
Description | A lever appears to have two possible states: 1) up 2) down When frobbing a lever, it animates the lever to its new position and when the animation of the lever (not the hatch) is completed it triggers the effect of the lever. During the animation of the lever, the player cannot interact with the lever to reverse it; once started, the animation of the lever must complete. A hatch appears to have six possible states: 1) closed -> transitions to 2 2) opening -> transitions to 3 or 4 3) interrupted during opening -> transitions to 5 4) open -> transitions to 5 5) closing -> transitions to 6 or 1 6) interrupted during closing -> transitions to 2 When a lever triggers a state 3 or 6, i.e. when the lever is used to stop the movement of the hatch, then the lever's function is reversed. (e.g. if lever-up used to mean "open hatch", then it will now instead mean "close hatch") Possible solutions: * (preferred) Synchronize the animation of the lever and the hatch (so the lever animates as long as the hatch animates). When a player frobs a moving lever, it should stop both the lever and the hatch. The function of levers should be consistent (and not reverse). * (quickfix 1) When frobbing a lever when a hatch is moving, it should not stop the hatch but instead reverse its movement. (This solution should only be implemented if no mission requires states 3 or 6) * (quickfix 2) Remove possibility to interact with the lever until the hatch has finished its animation, thus removing states 3 and 6. (This solution should only be implemented if no mission requires states 3 or 6) | ||||
Steps To Reproduce | In Tears of St. Lucia: * In the Priest's room there is a lever and a hatch (the moving wall) * The lever is status up, the hatch is closed * Frob lever to status down, the hatch is opening, wait for hatch to fully open * Frob lever to status up, the hatch is closing, wait for hatch to fully close * (As long as player waits for hatch animation to complete, moving lever down will open hatch and moving lever up will close hatch.) * Frob lever to status down, the hatch is opening, and... * Frob lever to status up, the hatch is interrupted and stops before opening. * Frob lever to status down, the hatch is closing, wait for hatch to fully close * At this point the lever's function has switched from its initial function: Frobbing lever to status up will now open hatch rather than close it. | ||||
Additional Information | Other levers: * Training Mission: Below elevator shaft * Tears of St. Lucia: In vandalized_room the padlock reverses behavior every time lid is interrupted from fully opening or fully closing. | ||||
Tags | No tags attached. | ||||
related to | 0006431 | new | Door automatic close countdown is not reset by user interaction |
Date Modified | Username | Field | Change |
---|---|---|---|
29.12.2023 19:46 | Fiver | New Issue | |
30.12.2023 07:46 | Fiver | Description Updated | |
31.12.2023 18:11 | Fiver | Summary | Synchronize lever and hatch states and animation => Lever and hatch states and animation are out of synch |
05.01.2024 23:06 | Fiver | Relationship added | related to 0006431 |
09.01.2024 01:28 | Fiver | Description Updated |