CogitoDoor: Locking doors, windows as a countermeasure to enemies? #269
Replies: 3 comments 2 replies
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Re-locking doors (including windows) should be possible to implement, just as you described. Would only be a question of how to manage the interactions themselves (switching from opening/closing to locking on the same input...?) However, it won't have any effects on enemies, as they currently don't have any door-handling abilities in general. You can lock them in by just closing a door and they will run against it (depending on your navmesh). |
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I think this should be standard behaviour for doors in an immersive sim right? Disappearing single use keys and locks that only open seem out of place in an immersive sim to me. My suggestion on interaction would be an alternate input for locking/unlocking that only shows up if the Key is present in your inventory. i.e something like E to unlock, F to open, with the unlock/lock interaction and text being dependent upon the door state. Also I did write a super simple NPC door handling thing if we want to implement that. I'll submit a pr now |
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Made a PR to handle proper door locking/unlocking behaviour here #292 |
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The recent integration of enemies brought me to think if that's justification enough to expand upon the current implementation of
cogito_door
to allow for optional locking interaction.Adding a bool (can_lock, can_toggle_is_locked) that allows the player to lock an already closed door as a secondary interaction (open/close and lock/unlock)?
Gameplay example: find an undroppable key that won't be discarded upon use which can be used to lock enemies in rooms or to prevent them from entering yours. It could also be used for locking windows (a nice use of
cogito_door
!) for airborne enemies.Is this feature creep, a desired feature by the community, or even viable?
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