Posted by: sarge945
« on: 26. May 2024, 07:42:31 »Right. That's an easy fix
Sorry, English is not my native language.I think there's a language barrier issue here, or something. I am having trouble understanding what you're saying.
Yes.From what I understand, you're NOT able to use the transmitter, until you get all the code pieces, and then it works as it should
YesBut it displays the code, which it probably shouldn't do
WHAT.-When I hover the cursor over the transmitter's keyboard, the code is displayed by this mod
Well... I was a little incorrect first time. The code was compiled on the fly before entering, but it got into the PDA only after entering.Codes are displayed when using a keypad with a known code
I started a new game with SCP beta 5 and the latest version of the mod. I'm ready to move to Deck 4 now. No problems yet. If they do, I'll let you know.So has anyone actually had a chance to play this since the new version?
I guess no news is good news, but it's somewhat frustrating as a mod author to have lots of people giving feedback when something doesn't work, only for everyone to go silent when a fix comes around - how am I supposed to know if the fix actually works if everyone stops talking about it?
Life of a software developer, I guess.
So has anyone actually had a chance to play this since the new version?
I guess no news is good news, but it's somewhat frustrating as a mod author to have lots of people giving feedback when something doesn't work, only for everyone to go silent when a fix comes around - how am I supposed to know if the fix actually works if everyone stops talking about it?
Life of a software developer, I guess.
function OnKeypadDone() {
local mCode = message().code;
local code = GetProperty("KeypadCode");
if (mCode == code) {
SetData("Opened", true);
playSuccess();
}
else {
Sound.PlaySchemaAmbient(self, "no_invroom");
}
}
What was the problem anyway? Other than the art codes, nothing else with keypad codes should have been changed in B5.
What was the problem anyway? Other than the art codes, nothing else with keypad codes should have been changed in B5.I'm mainly annoyed that I got a bunch of "it's broken" posts after SCP b5, then fixed it...
The issue with this particular mod is that there's barely any practical use case for its primary function. It's pretty much only useful for players who:
- Have all the keypad codes memorized,
- And lack the self control to not enter codes before finding them,
- But somehow do have the will to seek out and install a mod to stop themselves.
So yeah. If you want better uptake, I'd rebrand this as something like "Keypad Enhancement Mod", touting the HUD display of found codes as the main feature, because people like mods that add functionality instead of taking it away. Then maybe offer variants with and without the anti-cheesing function.
Also only offer the most current version for download, and PM a mod to roll over the download count when you update.
Also also, was this thread moved directly over here from Engineering? It's usually a better idea to create a new, uncluttered thread when going "live" with a mod.
it would probably be better to remove v1.2, as we don't really support outdated mod combos. so whoever has b4 with the corresponding mods is recommended to finish the current game in progress, and then just update everything to the latest build (b5/v1.3 in this case).
Eh, just replace the current explicit multi-note syntax with a hard-coded function to scan the range from 5_10 to 5_25 and give the thumbs up if any four are set.
no good, because a hacker can always try to guess if desperate enough.
Note_5_10:"Found art code: [1"
NoteOrder_5_10:"510"
Note_5_11:"Found art code: 10"
NoteOrder_5_11:"511"
Note_5_12:"Found art code: 4"
NoteOrder_5_12:"512"
Note_5_13:"Found art code: 6]"
NoteOrder_5_13:"513"
Note_5_14:"Found art code: [1"
NoteOrder_5_14:"514"
Note_5_15:"Found art code: 10"
NoteOrder_5_15:"515"
Note_5_16:"Found art code: 4"
NoteOrder_5_16:"516"
Note_5_17:"Found art code: 6]"
NoteOrder_5_17:"517"
Note_5_18:"Found art code: [1"
NoteOrder_5_18:"518"
Note_5_19:"Found art code: 10"
NoteOrder_5_19:"519"
Note_5_20:"Found art code: 4"
NoteOrder_5_20:"520"
Note_5_21:"Found art code: 6]"
NoteOrder_5_21:"521"
Note_5_22:"Found art code: [1"
NoteOrder_5_22:"522"
Note_5_23:"Found art code: 10"
NoteOrder_5_23:"523"
Note_5_24:"Found art code: 4"
NoteOrder_5_24:"524"
Note_5_25:"Found art code: 6]"
NoteOrder_5_25:"525"
Dark hard-codes the order that notes appear in the quest notes panel. It's impossible to dynamically, programmatically, change the order of quest notes. So how would it be possible to seemingly do that for the art terminal codes?What was changed?
The transmitter looks for the 4 note QVARs being set. Are they no longer set?
I hate my life.sarge945
So, slightly good news. The keypad is interactable upon making it to Engineering, but it won't open the door when inputting the passcode after grabbing the audio log. And the code doesn't display on the UI under the keypad either.
I went back to check if this is affecting the other keypads on Engineering, but I can make it into Aux Storage 4 just fine.
//Has No Inherit set, so we need to set this manually
//TODO: Remove this when SCP5 releases
+ObjProp 1181 "Scripts"
{
"Script 3" "sargeRandomKeypad"
"Don't Inherit" true
}
Yeah, my guess is they couldn't find a good way to make a keypad work with a controller, so scrapped it. I actually like entering codes. It feels more diagetic, makes the world more immersive, and leaves you vulnerable while typing it in, which is awesome.
I just don't like how cheesable they are, hence this mod. I could have easily converted keypads into essentially "buttons" but chose not to for the reasons above.