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Call door.Goto(<dest>) /should/ produce no effect at all: the fact that you are reporting that it is teleporting people to the door's destination is almost certainly a bug. :) Generally speaking, functions that are missing a parameter can only be used on someone actually using the object in question -- for example, Slurp() will only work on someone using the device, the various Set operators in the drink API will only work on someone actually using the drink, and so forth. In the case of the door's Goto function, it should only work on someone actively using the door -- thus, my "That shouldn't work at all" comment above.
To make this work you'd need to actually modify the code running on the door, without actually using a modifier on it. There is an API in the game that allows you to do this (a Stove supports "GetCode()", "ClearCode()" and "AppendCode(string)"), but... The stove functions only work on an object that has been used on the stove, and the only objects that can be used on a stove are food or drink items, and (in any case), the only way to use one object on another is for the player to actually hold the object and use it.
So, it isn't possible to design something that automatically modifies the code of another object... :(
Oh and yea...try putting the code I posted above in any can, go to any room in the hotel and use it. It teleported me into my room along with a bunch of other seemingly random people. There were Babcia and Hank but also 2 ministry agents and some kind of female secretary person...
I played around and came up with this solution:
Drink:
Doors:
Of course, change the DEFAULT_DOOR_DESTINATION strings into whatever the door was pointing to before
Btw, has anyone ever tried getting the IsKeyPressed function to work on objects other than computers? Because it does work, though only if you are in the same room with the computer you are connecting to to call the function. And unfortunately, the neat trick of teleporting the computer to yourself doesn't work in this case.
When you are in one room with the computer, the function works properly but when you leave the room and teleport the computer to yourself, the function always returns false no matter what you are pressing.
I want to make it so that I can use the laptop to change the exit to the room to be one of four doors and for those doors(when linked) to redirect back to the exit door to the room. This is what I have so far:
Am I at least on the right track?
Below is a complete program for both the computer and the doors (This includes the "out door" and the doors it can connect to)
Computer:
Doors:
The internal name of the door (Can be found out using an Extractor).
The default destination
You can, with ONE hack, make a door go anywhere you want by making it call LoadMemory() on another computer. I like to use Osc1 through Osc4 as my workhorse computers because of how easy it is to remember their names.
So, for example, you modify a door with
That way, with something as simple as a floppy disc, you could pop on to an un-hacked tripod computer, and just tell Osc1 what to save "destination" as. Set it as false if you want the door to act as usual.
Mine is much more sophisticated atm, and includes a method of choosing any room you want to go to (and filtering out the ones that don't have doors like "Sebastian_inventory"), then giving you a list of doors to set "destination" to. Of course, that runs pretty slow when it's calling and filtering GetTypeOfThing() == "door" in every single room in the game. But eh, it's functional.
Makes having such a small inventory feel like less of a hassle when you can go anywhere in dorisburg so fast.
up rep'd