Unlocking doors (illogical)

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P/o Prune
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Unlocking doors (illogical)

Post by P/o Prune »

I have had this discussion with Denk, but I think it's important that it's mentioned in the forum as well.

If you are in a room with a door and this door is locked, but the key is inside the lock, using the >Unlock door (which would be a logical command since the key is already in the door) isn't a valid command. You will get the response: What do you want to unlock the door with?

What you have to do is:
>Take key, Response: You take the key from the door
>Unlock door, Response: Whatever response you have written in your task.


What you have to do in order to unlock the door with the key already inserted.
>Unlock door with key, Response: Whatever response you have written in your task.

I'm not sure if there is an (easy) way around this. But it sure would make things much more logical (imo)
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Re: Unlocking doors (illogical)

Post by ralphmerridew »

Most games do not model putting the key within the lock (though Zork II and IIRC Scroll Thief did); keys are implicitly placed in the lock before and removed from it afterwards.

If you're going to require that, you might consider removing the "unlock ... with ..." command and replace it with a "unlock ..." command. (Also make sure that both sides of the lock are separate.)
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Re: Unlocking doors (illogical)

Post by Lazzah »

In this situation, I myself would simply create a general UNLOCK DOOR task with a high priority for this particular door.
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Re: Unlocking doors (illogical)

Post by P/o Prune »

Following Denks' advice (Thank you) I modified the general task "Unlock objects key check" and changed the restriction: Referenced object 2 must be held by player character, to Referenced object 2 must be visible to player character.
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