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Author Topic: Allowing inputs to be locked/unlocked  (Read 3628 times)

luetzj

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Allowing inputs to be locked/unlocked
« on: May 12, 2013, 11:07:36 PM »
While the lot flag "lockinput" is great if you don't want someone accessing any part of your creations on your lot, it also denies usage of any inputs with the exception of pressure pads. Allowing buttons to be locked/unlocked (like iron doors) would allow people to allow certain people to certain features of their lot, from buttons for entryways to levers for food.

Just throwing this out there so you guys can discuss!



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TheReasoning

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Re: Allowing inputs to be locked/unlocked
« Reply #1 on: May 12, 2013, 11:34:09 PM »
Could you please give an example of a time where you would need to lets say, give someone access to certain button, and not another? Why would you not simply allow them to your lot if you're ok with them using your contraptions.

Sorry but I can't come up with a time where this would be needed.
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Re: Allowing inputs to be locked/unlocked
« Reply #2 on: May 13, 2013, 04:30:43 AM »
Are you suggesting making ALL inputs owned objects? This was once thought about but decided against.. However you could have a sublot made and have the LockInput flag set or removed on that in order to control what individual inputs can be used!
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Eggnaug

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Re: Allowing inputs to be locked/unlocked
« Reply #3 on: May 13, 2013, 12:55:20 PM »
Are you suggesting making ALL inputs owned objects? This was once thought about but decided against.. However you could have a sublot made and have the LockInput flag set or removed on that in order to control what individual inputs can be used!

I can see making sublots for this use being a pain for staff, but for now, it's their only option.
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luetzj

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Re: Allowing inputs to be locked/unlocked
« Reply #4 on: May 13, 2013, 07:01:33 PM »
Could you please give an example of a time where you would need to lets say, give someone access to certain button, and not another? Why would you not simply allow them to your lot if you're ok with them using your contraptions.

Sorry but I can't come up with a time where this would be needed.

Let's say you want to allow people through a piston door into a part of your lot, but you don't want them to access your potion room. Or you want to make a food dispenser for people who suffer from hunger, but don't want them using your light switches.

Are you suggesting making ALL inputs owned objects? This was once thought about but decided against.. However you could have a sublot made and have the LockInput flag set or removed on that in order to control what individual inputs can be used!

Not all inputs, but you could set the LockInputFlag and allow people or the general public to certain Inputs. Kinda like being able to lock certain chests with signs, but not accounting for all of the chests. 

Like egg said, making a ton of mini sublots would be impractical unless the lot owner could make the sublots themselves.
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SGT_ADZ

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Re: Allowing inputs to be locked/unlocked
« Reply #5 on: May 13, 2013, 10:13:09 PM »
Does /twallow override lock input?
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Vector

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Re: Allowing inputs to be locked/unlocked
« Reply #6 on: May 14, 2013, 11:54:12 AM »
Yeah I'd rather not... trap doors was a stretch in itself. I don't think we should allow any other owned objects.
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