Barotrauma

Barotrauma

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LeeTuck Jun 25, 2022 @ 5:51am
Custom Doors
So I'm not sure if this is the place to put it but I figured out a problem with designing my sub - I had custom doors with only motion sensors on them to open them (no buttons.) Turns out bots don't like that and i finally figured that out today, bots can't handle custom doors with no buttons in terms of waypoints, even if the motion sensor opens the door.

Just thought it might be helpful if anyone else is running into the same problem i did.
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Showing 1-8 of 8 comments
Buggy Boy Jun 25, 2022 @ 7:10am 
So what was your wiring solution - to add the stock 'custom door with buttons'? Does this work well to keep out intruders or do you get the doors spazzing out?
Lipti Jun 25, 2022 @ 8:09am 
Originally posted by LeeTuck:
So I'm not sure if this is the place to put it but I figured out a problem with designing my sub - I had custom doors with only motion sensors on them to open them (no buttons.) Turns out bots don't like that and i finally figured that out today, bots can't handle custom doors with no buttons in terms of waypoints, even if the motion sensor opens the door.

Just thought it might be helpful if anyone else is running into the same problem i did.
yeah dont do that in case of an emergency youre gonna be oppening doors that you wouldnt like to open
also bots dont mind this kind of system the waypoints just think its an oppenable door and are trying to open it after removal of those waypoints they should be free to slam thier face into closed doors untill they open by themselves
LeeTuck Jun 25, 2022 @ 8:11am 
Originally posted by Jacket:
Originally posted by LeeTuck:
So I'm not sure if this is the place to put it but I figured out a problem with designing my sub - I had custom doors with only motion sensors on them to open them (no buttons.) Turns out bots don't like that and i finally figured that out today, bots can't handle custom doors with no buttons in terms of waypoints, even if the motion sensor opens the door.

Just thought it might be helpful if anyone else is running into the same problem i did.
yeah dont do that in case of an emergency youre gonna be oppening doors that you wouldnt like to open
also bots dont mind this kind of system the waypoints just think its an oppenable door and are trying to open it after removal of those waypoints they should be free to slam thier face into closed doors untill they open by themselves
I was actually thinking afterwards maybe if I move the waypoints off the door, maybe they will walk as if there is no door there and the door will still auto-open. Still curious if it ever got hit if they'd fix the door.
LeeTuck Jun 25, 2022 @ 8:40am 
Originally posted by Buggy Boy:
So what was your wiring solution - to add the stock 'custom door with buttons'? Does this work well to keep out intruders or do you get the doors spazzing out?
So basically the bots just didn't like that the door didn't have buttons. I just changed out the buttonless door, being the Custom Door, to a Door with Buttons, they don't even have to press the button - the motion sensor is wired up to SetState on the door so it just opens for them.
Mind that I also have 2 variants of the sub, one with restricted ID access to areas (e.g. only someone with the captain's ID card/id_captain tag can enter the Captain's Quarters in the top right sub area. There is an override button but otherwise, no one else can get in, no husks, no prisoners, not even a guy with a security ID card)
In the other variant, it only requires an ID card to open doors. I think as well if you make it so that motion sensors open the doors, if the motion sensor is set in the properties to target whatever goes near it, it will open regardless.

TL;DR - I wired the motion sensor to SetState on doors that i wanted to auto-open, which are mainly within the subcentre, pretty much nowhere else on the sub has auto-open doors on both sub variants. As long as the door has buttons, bots don't go crazy.

Edit: There was one moment in testing the bot went crazy with pathfinding on the door near cargo, it just kept staying under it, I just had to move the waypoint on the door - not in any particular direction, it just sort of needed a refresh to acknowledge there's a new door there I guess (perhaps like it was trying to open the old door, and it could reach it from where it stood but it wasn't the same door so it went crazy)
Last edited by LeeTuck; Jun 25, 2022 @ 8:44am
Buggy Boy Jun 26, 2022 @ 12:45am 
Originally posted by LeeTuck:
Originally posted by Buggy Boy:
So what was your wiring solution - to add the stock 'custom door with buttons'? Does this work well to keep out intruders or do you get the doors spazzing out?
So basically the bots just didn't like that the door didn't have buttons. I just changed out the buttonless door, being the Custom Door, to a Door with Buttons, they don't even have to press the button - the motion sensor is wired up to SetState on the door so it just opens for them.
Mind that I also have 2 variants of the sub, one with restricted ID access to areas (e.g. only someone with the captain's ID card/id_captain tag can enter the Captain's Quarters in the top right sub area. There is an override button but otherwise, no one else can get in, no husks, no prisoners, not even a guy with a security ID card)
In the other variant, it only requires an ID card to open doors. I think as well if you make it so that motion sensors open the doors, if the motion sensor is set in the properties to target whatever goes near it, it will open regardless.

TL;DR - I wired the motion sensor to SetState on doors that i wanted to auto-open, which are mainly within the subcentre, pretty much nowhere else on the sub has auto-open doors on both sub variants. As long as the door has buttons, bots don't go crazy.

Edit: There was one moment in testing the bot went crazy with pathfinding on the door near cargo, it just kept staying under it, I just had to move the waypoint on the door - not in any particular direction, it just sort of needed a refresh to acknowledge there's a new door there I guess (perhaps like it was trying to open the old door, and it could reach it from where it stood but it wasn't the same door so it went crazy)

I fear you may regret not allowing other crewmen into your private captain's room, I did that and found out the hard way that if I get trapped in there without a suit or diving mask and I have a massive leak or intruders, I'm dead and then none of the other crew can get in in time to repair / kill intruders / rescue the downed captain. Even if you put a suit locker in there and have the bots ignore it, it may not be enough to save you. Bots will still want to fix leaks in there and will got mad trying to get to it.

Then you say you have crew-only on the other internal doors, but there's a motion sensor that overrides this - crew might accidentally open the door when there's an enemy on the other side (who will likely bash the door down eventually anyway), as they will rush to fix the inevitable leaks or may even rush in to kill the intruder anyway.

In my experience locked doors only really have any relevance in multiplayer and even then it's a total pain and spreads feelings of distrust and separation, can be deadly in an emergency if someone becomes trapped by one; in solo play they just become a hindrance IMO.
LeeTuck Jun 26, 2022 @ 5:20am 
Originally posted by Buggy Boy:
Originally posted by LeeTuck:
So basically the bots just didn't like that the door didn't have buttons. I just changed out the buttonless door, being the Custom Door, to a Door with Buttons, they don't even have to press the button - the motion sensor is wired up to SetState on the door so it just opens for them.
Mind that I also have 2 variants of the sub, one with restricted ID access to areas (e.g. only someone with the captain's ID card/id_captain tag can enter the Captain's Quarters in the top right sub area. There is an override button but otherwise, no one else can get in, no husks, no prisoners, not even a guy with a security ID card)
In the other variant, it only requires an ID card to open doors. I think as well if you make it so that motion sensors open the doors, if the motion sensor is set in the properties to target whatever goes near it, it will open regardless.

TL;DR - I wired the motion sensor to SetState on doors that i wanted to auto-open, which are mainly within the subcentre, pretty much nowhere else on the sub has auto-open doors on both sub variants. As long as the door has buttons, bots don't go crazy.

Edit: There was one moment in testing the bot went crazy with pathfinding on the door near cargo, it just kept staying under it, I just had to move the waypoint on the door - not in any particular direction, it just sort of needed a refresh to acknowledge there's a new door there I guess (perhaps like it was trying to open the old door, and it could reach it from where it stood but it wasn't the same door so it went crazy)

I fear you may regret not allowing other crewmen into your private captain's room, I did that and found out the hard way that if I get trapped in there without a suit or diving mask and I have a massive leak or intruders, I'm dead and then none of the other crew can get in in time to repair / kill intruders / rescue the downed captain. Even if you put a suit locker in there and have the bots ignore it, it may not be enough to save you. Bots will still want to fix leaks in there and will got mad trying to get to it.

Then you say you have crew-only on the other internal doors, but there's a motion sensor that overrides this - crew might accidentally open the door when there's an enemy on the other side (who will likely bash the door down eventually anyway), as they will rush to fix the inevitable leaks or may even rush in to kill the intruder anyway.

In my experience locked doors only really have any relevance in multiplayer and even then it's a total pain and spreads feelings of distrust and separation, can be deadly in an emergency if someone becomes trapped by one; in solo play they just become a hindrance IMO.
Yeeeah, that's why there's a door override down at Nav, door doesn't auto-close neither. Not much point in being in that room except for when it leaks

The secure variant is basically for traitor play, the B-variant is the one where there's no secure doors - also I mean if there's for example monsters within subcentre where the internal doors that auto-open to crew, they likely came from the external doors that don't auto-open (closest place being either brigs or 1 ballast from the bottom or the top where docking ports and airlocks are.) So if they're there, it's quite already ♥♥♥♥♥♥.
I know locked doors can be an annoying problem when you run into it, but that's why you have to try run a very tight ship. Traitors will have to find their way through the system and in fact there are very few routes that don't have a re-route (e.g. in sub-centre at the top level, there's a Doctor/Captain only door to the laboratory, 1 floor below that is access to Medbay for all, which follows through to the Engine room and has stairs that can go up into that laboratory.)

Only 1-way rooms that I've been thinking about (ima' leave Captain's quarters, Captains like their privacy) is the Reactor Room, 1 way, currently only Engineers and Mechanics can go through and in a traitor situation with them both working together, they fire up the reactor to full, lock themselves in and by the time if people realise straight away, cutting through the door with a plasma cutter is likely not fast enough.
The easiest work around to this without messing with structure, is Nav-terminal having a reactor shutdown button. Otherwise i'll just put a hatch between Engine room and reactor room, which then everyone can access.

TL;DR There's 2 subs - 1 locked up, 1 free-range - soloplay is 2nd version
Buggy Boy Jun 26, 2022 @ 6:24am 
Sounds like you have it all thought through nicely then! One thing I would say, unless you lock wiring then it wouldn't take much for someone to unwired the shutdown to the reactor, and if you do play with wiring locked then you could probably add some sort of lockdown button to the nav console that effectively locks off key areas, but perhaps with automatic failsafes in case of intruders or flooding (thus giving a traitor a cunning method to bypass the security).
LeeTuck Jun 26, 2022 @ 6:42am 
Originally posted by Buggy Boy:
Sounds like you have it all thought through nicely then! One thing I would say, unless you lock wiring then it wouldn't take much for someone to unwired the shutdown to the reactor, and if you do play with wiring locked then you could probably add some sort of lockdown button to the nav console that effectively locks off key areas, but perhaps with automatic failsafes in case of intruders or flooding (thus giving a traitor a cunning method to bypass the security).

Actually that's a good point i haven't locked any wiring to even things that are near inaccessible, will have to do that at least on 1st sub, thank you very much i rarely get to talk about sub design stuff.
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Date Posted: Jun 25, 2022 @ 5:51am
Posts: 8