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- Jan 16, 2014
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Currently, there are two very different types of doors.
-"I goes invisible" "door" blocks
-"I am a collision nightmare" docked-entity
ok, there's also gaping unshuttered openings hidden behind area triggers, but that's a WHOLE OTHER level of building. We're ignoring that.
On to the idea: Door blocks, door rails, and life with logic
Door blocks:
-changed to a "slave" system
-current door blocks remain unchanged BID, stats, but no-longer "go intangible&invisible" on activation. -Instead they now transmit a "high" signal through their "network" the same way the "go invisible" command is sent,
-Might even get converted to "textured hull"
-
"Door Rails"
-new BID,
-invisible/intangible,
-added to pickup rail multislot
-Is both master AND slave system
-one block is designated "master" with "c" selection,
-it may then "V" connect to Door blocks, and other "door rails", as well as logic
-The "C" "master rail" is designated "closed state" and acts as an "anchor" relative to all "door blocks"
-The "C" master rail receives "state information" from it's "V" doors
-the "C" master-rail propagates "permissions" it receives from a P or F module touching it to all "V" doors
-the "V" slave rails are "travel space" and indicate how far all "door blocks" may be shifted, and in what direction, when "open" signal/state is received
-The "C" master rail outputs state information to any "V" connected logic block
-both "C" and "V" rails may receive and relay a state-change among themselves from a "C" logic block
-
-
patching holdover: any doors NOT slaved to a rail, be it slave to logic or free-man, still go invisible/intangible. They pop up a nice red "warning obsolete" text in their "open" state.
Afterthoughts:
Alternative, same outcome: "C" "door rail" may "V" any hull to designate it a "door"
I envision the actual "doors" to ignore collision and embed in walls/systems in "open" state
-"I goes invisible" "door" blocks
-"I am a collision nightmare" docked-entity
ok, there's also gaping unshuttered openings hidden behind area triggers, but that's a WHOLE OTHER level of building. We're ignoring that.
On to the idea: Door blocks, door rails, and life with logic
Door blocks:
-changed to a "slave" system
-current door blocks remain unchanged BID, stats, but no-longer "go intangible&invisible" on activation. -Instead they now transmit a "high" signal through their "network" the same way the "go invisible" command is sent,
-Might even get converted to "textured hull"
-
"Door Rails"
-new BID,
-invisible/intangible,
-added to pickup rail multislot
-Is both master AND slave system
-one block is designated "master" with "c" selection,
-it may then "V" connect to Door blocks, and other "door rails", as well as logic
-The "C" "master rail" is designated "closed state" and acts as an "anchor" relative to all "door blocks"
-The "C" master rail receives "state information" from it's "V" doors
-the "C" master-rail propagates "permissions" it receives from a P or F module touching it to all "V" doors
-the "V" slave rails are "travel space" and indicate how far all "door blocks" may be shifted, and in what direction, when "open" signal/state is received
-The "C" master rail outputs state information to any "V" connected logic block
-both "C" and "V" rails may receive and relay a state-change among themselves from a "C" logic block
-
-
patching holdover: any doors NOT slaved to a rail, be it slave to logic or free-man, still go invisible/intangible. They pop up a nice red "warning obsolete" text in their "open" state.
Afterthoughts:
Alternative, same outcome: "C" "door rail" may "V" any hull to designate it a "door"
I envision the actual "doors" to ignore collision and embed in walls/systems in "open" state
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