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I see you've added Advanced Lockpicking... B)


Nort

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So after my big upgrade of TDM and DR, I noticed something that might be some kind of bug, but might also be just you making lockpicking a lot harder.

I've made a custom door, with a custom lock, and made that a mover_door entity, and then I made a small standard pin - a mover_door_handle - which moves about as the lock is being picked. You used to just be able to frob the mover_door and hold still, to pick the lock.

...but it wasn't until I made some minor changes to the door (like changing its name, adding the properties "locked 1", "loss_closed 1" (because it's a prison-bar door), "used_by key_utility", "shouldbeclosed 1", and "should_always_be_locked 1") that I noticed that now the frobable part of the door, is the pin entity! ...so now I have to keep following the pin around with my mouse cursor as it bobs about. It's possible, but I've rigged the whole level so that city watch will catch me in the act if I don't do it fast enough.

...so, is this how lock picking is supposed to work now? ...or what is going on? How do I make the frobable part the door again?

...but if this is actually how it's supposed to work, then I'm fine with that too. It makes picking way more engaging and fun. :)

 

Edited by Nort
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You know, I am discovering as I experiment, that this problem is partially a "bug", and partially my own fault somehow.

First of all, you've made it so that mover_door_handles are blocking lockpicking on doors. This means that if you take a normal ("set01") stock door, and set it to be pickable, and then when you pick it, you position the cursor just underneath its handle, the handle will physically block and interrupt your picking. This is unfortunate because underneath the handle is where the lock should realistically be, and so that's where you'll instinctively go. Please make mover_door_handles more intangible, in order to fix this.

...but it's not just that. I have also discovered now, that I can walk through the door while it's closed. What is happening, is likely a collision issue with the doorframe. I haven't finished experimenting with this, so I'll update further later.

 

Update

I found the cause now: I had covered the treshold of the doorframe with a collision brush, to smooth out movement across it. It's 0.5 units underneath the mover_door entity, so technically its presence shouldn't matter, but often in The Dark Mod, there's some kind of invisible trehold of tolerance, where close proximity matters too. I can frob and get blocked by the door now, so that's solved.

...but please do fix the mover_door_handle entities blocking picking.

 

Update 2

Apparently "collision" textures are directly related to models. I've replaced the treshold with a "nodrawsolid" texture now, and it's working just as intended now.

Edited by Nort
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