Walkable EMC doors

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SLAPPYHAPPY2000
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Walkable EMC doors

Post by SLAPPYHAPPY2000 »

If we have walkable doors for the first four EM keys, why can we not have walkable doors for the next four EMC keys?
And before somebody says, "But SlappyHappy2000, you can just recreate the door using custom elements", I tried it, and it is NOT fully functional. Mainly, it is not accessible to more than one player. Even though for single player campaigns, a custom element would do the job fine, I'd still like something will all of the features.

Somebody PLEASE reply to this.
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Holger
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Re: Walkable EMC doors

Post by Holger »

If we have walkable doors for the first four EM keys, why can we not have walkable doors for the next four EMC keys?
There are four R'n'D style doors (that are walkable), four EM style doors (also called "gates") (that are passable, that is, you cannot stay on those doors, and the tile on the opposite has to be walkable to be able to pass these doors), and another four EMC style doors (that have the same properties as the EM style doors, but originally only existed in EMC style levels).

The first four keys can be used for both the four R'n'D style doors and the first four EM style doors, while the other four keys can only be used with the EMC style doors (doors 5 to 8 ).

So there are simply no R'n'D style walkable doors 5 to 8.
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SLAPPYHAPPY2000
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Re: Walkable EMC doors

Post by SLAPPYHAPPY2000 »

Holger wrote: Mon Aug 31, 2020 9:46 am So there are simply no R'n'D style walkable doors 5 to 8.
Well, of course I knew that there were no walkable doors 5 to 8. That's why I asked if you could ever introduce them in the future? They would not seem too out of place.
Anonycat
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Re: Walkable EMC doors

Post by Anonycat »

Holger wrote: Mon Aug 31, 2020 9:46 am There are four R'n'D style doors (that are walkable), four EM style doors (also called "gates") (that are passable, that is, you cannot stay on those doors, and the tile on the opposite has to be walkable to be able to pass these doors)
You can technically stay on an EM door or other pass-through tile, at least in the RnD engine: if the opposite side is clear as you begin your move, but something else moves into the opposite tile to block it by the time you get halfway through, your move will be interrupted at that point. You can then stay on the door as long as you want (even in the case of something like a DC2 timegate that eventually closes underneath you) and walk off of it in any direction that's free at the time. Your first move off of such a tile will happen at double speed, which makes it a trick worth using for TAS-level micro-optimizations.

(EM's engine of course doesn't like anything to do with partial move trickery and commits you to completing the entire move in this case, whereupon you get clobbered by whatever the blocking element is on the other side.)
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