[Release] Keypad v2.0

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Blue Shadow
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[Release] Keypad v2.0

Post by Blue Shadow »

A keypad a la Doom 3.

A map is included to test the use of the keypad.

In the map there are three doors with keypads. Press on the keypad to bring it up. Use movement keys to navigate, Fire to enter the code and AltFire to quit.

The codes for the doors are (from left to right): 734, 931 and 579.
Spoiler: Screenshot
Download: https://dl.dropboxusercontent.com/s/27p ... keypad.zip
Last edited by Blue Shadow on Fri Jul 08, 2016 12:14 pm, edited 2 times in total.
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E.C.S
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Re: [Release] Keypad

Post by E.C.S »

Wow, another thing it will come handy for my mod. can I stol-ejem take this with you permission?
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scalliano
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Re: [Release] Keypad

Post by scalliano »

This is just all kinds of class. Good job!
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Enjay
 
 
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Re: [Release] Keypad

Post by Enjay »

Nice implementation.
Blue Shadow
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Re: [Release] Keypad

Post by Blue Shadow »

E.C.S wrote:Wow, another thing it will come handy for my mod. can I stol-ejem take this with you permission?
No need for permission, if you feel like using it go ahead. That's what it's here for.
scalliano wrote:This is just all kinds of class. Good job!
Enjay wrote:Nice implementation.
Thanks.
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Ral22
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Re: [Release] Keypad

Post by Ral22 »

Very cool. Great job implementing.

Might I suggest adding a "Thing_Stop" type of function once it is activated. I ran up to one and when I pressed space, I slide past the keypad and halfway into the door. I know it's simple and you don't really need to update this, but it's something to know.
Blue Shadow
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Re: [Release] Keypad

Post by Blue Shadow »

Ral22 wrote:Might I suggest adding a "Thing_Stop" type of function once it is activated. I ran up to one and when I pressed space, I slide past the keypad and halfway into the door. I know it's simple and you don't really need to update this, but it's something to know.
It has always bugged me but I didn't know if there is a way to do that. Thanks for the suggetion.

Edit: First post updated.
Blue Shadow
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Re: [Release] Keypad v2.0

Post by Blue Shadow »

After five years, I've decided to update this. Here are (some of) the changes:
  • Re-written the ACS code from scratch.
  • Multiple keypads can be active and operated at the same time -- think multiplayer.
  • Improved input responsiveness.
  • The reward scripts no longer have code-baggage, i.e they contain the reward part only.
  • One argument is used for the access code instead of three (one for each digit).
  • Added activation and navigation sounds.
  • Changed the color of the selection box and input indicators.
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ZioMcCall
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Re: [Release] Keypad v2.0

Post by ZioMcCall »

For luck you updated or i would never see this interesting addon :)
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Velaron
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Re: [Release] Keypad v2.0

Post by Velaron »

Whole 5 years :D Thanks for the multiplayer support.
FaggoStorm
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Re: [Release] Keypad v2.0

Post by FaggoStorm »

Nice! :D
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TerminusEst13
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Re: [Release] Keypad v2.0

Post by TerminusEst13 »

Amazing stuff.
Considering you just released it as an add-on, answer should be obvious, but nothing wrong with double-checking: Would it be all right to nick this for a project? With credit, of course.
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Murix
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Re: [Release] Keypad v2.0

Post by Murix »

I'll be using this for my project as well if you don't mind.

I'll make sure you're name is plastered in big letters on the mod page for this amazing feature.
Blue Shadow
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Re: [Release] Keypad v2.0

Post by Blue Shadow »

You guys don't need my permission to use this. Go ahead if you want to. :)
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salahmander2
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Re: [Release] Keypad v2.0

Post by salahmander2 »

Thanks for this! Was thinking about having one as well. Will implement your one. :D
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