Doors & Hatches: Difference between revisions

From Official Barotrauma Wiki
Jump to: navigation, search
m (rly)
Tag: visualeditor
(Linking to Installations instead of Category:Installations)
 
(23 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{Version|0.11.0.10}}
{{Version|1.0.7.0}}
{{Installations infobox
{{Installations infobox
| imagewidth = 50
| identifier = door
| description = Closes off section of the Submarine
| category = misc
| tags = structure, logic
| name = Door
| name = Door
| image = door.png
| image = door.png
| imagewidth = 50
| repair = mechanical
| repair = mechanical
| construction = 40
| mechanical engineering = 40
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}  
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}  
}}
}}
{{Installations infobox
{{Installations infobox
| imagewidth = 90
| identifier = hatch
| description = Closes off section of the Submarine
| category = misc
| tags = structure, logic
| name = Hatch
| name = Hatch
| image = hatch.png
| image = hatch.png
| imagewidth = 90
| repair = mechanical
| repair = mechanical
| construction = 40
| mechanical engineering = 40
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}  
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}  
}}
}}
'''Doors''' and '''hatches''' are [[:Category:Installations|installations]] allowing to close off sections of the [[Submarine|submarine]].
'''Doors''' and '''hatches''' are [[Installations|installations]] allowing to close off sections of the [[Submarine|submarine]].
==Usage==
=Usage=
Most doors and hatches are assigned a [[button]] allowing anyone to open or close them, but some require '''clearance''' to be opened, which is provided by possessing the appropriate [[ID Card]] in one's inventory. Typically, the [[Jobs#Captain|captain]]'s command room and armory are protected this way.
Most doors and hatches are assigned a [[button]] allowing anyone to open or close them, but some require '''clearance''' to be opened, which is provided by possessing the appropriate [[ID Card]] in one's inventory. Typically, the [[Jobs#Captain|captain]]'s command room and armory are protected this way.


Both prevent passage when closed, and are thus used to contain [[Maintenance|flooding]] and [[:Category:Creatures|creatures]] in case of breach hulls, and to keep [[Traitor Mode|suspicious individuals]] out of sensitive areas.
Both prevent passage when closed, and are thus used to contain [[Maintenance|flooding]] and [[Creatures|creatures]] in case of breach hulls, and to keep [[Traitor Mode|suspicious individuals]] out of sensitive areas.
Closed doors can be forced open with a crowbar or destroyed with a [[Plasma Cutter]] to allow passage in emergency situations.
Closed doors can be forced open with a crowbar or destroyed with a [[Plasma Cutter]] to allow passage in emergency situations.


Doors and hatches can also be welded shut with a [[Welding Tool]], in which case they can no longer be opened with external signals nor the [[Crowbar]], and must be unwelded with a Plasma Cutter.
Doors and hatches can also be welded shut with a [[Welding Tool]], in which case they can no longer be opened with external signals nor the [[Crowbar]], and must be unwelded with a Plasma Cutter first.
However, creatures damage welded doors at the same rate as non-welded doors.
However, creatures damage welded doors at the same rate as non-welded doors.


Doors and hatches send out an 1 output signal when opened and 0 when closed. This can be used to make fail-safes and airlocks in turn giving more survivability to a ship.
==Doors & Hatches Connection Panel==
==Connection Panel==
{{Connection panel
{{Connection panel
| input1 = toggle
| panelfor = Door/Hatch
| input1tt = Toggles when the door opens or close.
| input1 = toggle_state
| input1tt = Toggles Hatch/Door's state between open and closed on a non-zero signal
| input2 = set_state
| input2 = set_state
| input2tt = Keeps door open or closed depending on the signal value.
| input2tt = Sets the Hatch/Door's open or closed depending on the signal value (0 = closed, non-zero = open).
| input3 = state_out
| output1 = state_out
| input3tt = Sends a signal of 0 if the door its closed and 1 if the door its open.
| output1tt = Sends a signal of 0 if the Hatch/Door is closed and 1 if the door is open.
| output2 = condition_out
| output2tt = Outputs the Hatch/Door's current condition. (0-100)
}}
}}
== Docking Hatch ==
The '''Docking Hatch''' creates a secure airlock between two entities that players can pass between. It can connect the Submarine to other entities like Outposts and Shuttles. Both entities must have a Docking Hatch for a connection to be made. When the connection is not active, water can freely flow in the Docking Hatch, so it's imperative that a standard hatch is also part of the setup and configured to close when the Docking Hatch is not connected to another ship or structure. There is a prefab in the Submarine Editor to handle the wiring for this.


The Docking Hatch also includes a Power connector which acts similarly to a Junction Box power connection in that it relays power between the two connected entities. You should make sure your Docking Hatch's power is connected to your grid so it can benefit from the free power provided by Outposts. Outposts seem to regulate power consumption perfectly so you can take all the juice for charging batteries and running fabricators without worrying about overloads and your Reactor can be shutdown to save fuel.
 
==Gallery==
==Bot Logic==
<gallery widths="90" heights="150">
 
[[File:Door AI Logic v2.png|right|thumb|alt=AI priority for door unlocking: linked, then wired, finally nearest controls.|AI bot door unlocking priority]]
 
When an AI waypoint is on a door it changes to a different icon, indicating the AI will try to unlock a door if it cannot pass that spot. To unlock the door (if needed) the bot will using any controls (buttons, switches, levers, etc) nearby
# Controls that are linked with the door itself (the connection will turn green in the sub editor)
# Controls that are wired to the '''set_state''' or '''toggle_state''' of the door
# Nearest controls
# (unverified) it will click a "door with buttons", with unknown priority (The door might count as the "nearest controls")
 
Properly setting down waypoints so they change into a "door waypoint", and linking the relevant controls can help the bot navigate complex wiring and airlocks.
 
 
=Docking Hatch & Port=
{{Main|Docking Hatch}}
The '''Docking Hatch''' and '''Docking Port''' are an [[Installations|Installation]] used to dock two submarines together, or a submarine to an outpost.
 
 
 
=Media=
<gallery widths=200 heights=280>
windowedclosed.png|A windowed door.
windowedclosed.png|A windowed door.
doorclosed.png|A standard door.
door.png|A standard door.
doorwelded.png|A standard door welded shut.
doorwelded.png|A standard door welded shut.
brokendoor.png|A broken standard door.
brokendoor.png|A broken standard door.
brokenwindowdoor.png|A broken windowed door.
brokenwindowdoor.png|A broken windowed door.
</gallery>
</gallery>
<gallery widths="90" heights="150">
<gallery widths=280 heights=200>
hatch.png|A hatch.
hatch.png|A hatch.
hatchwelded.png|A hatch welded shut.
hatchwelded.png|A hatch welded shut.

Latest revision as of 11:20, 29 December 2023

Data is up-to-date
Last updated for version 1.0.7.0
The current game version is 1.3.0.3
Door

Closes off section of the Submarine
Technical
Identifier door
Categories misc
Tags structure, logic
Hatch

Closes off section of the Submarine
Technical
Identifier hatch
Categories misc
Tags structure, logic

Doors and hatches are installations allowing to close off sections of the submarine.

Usage

Most doors and hatches are assigned a button allowing anyone to open or close them, but some require clearance to be opened, which is provided by possessing the appropriate ID Card in one's inventory. Typically, the captain's command room and armory are protected this way.

Both prevent passage when closed, and are thus used to contain flooding and creatures in case of breach hulls, and to keep suspicious individuals out of sensitive areas. Closed doors can be forced open with a crowbar or destroyed with a Plasma Cutter to allow passage in emergency situations.

Doors and hatches can also be welded shut with a Welding Tool, in which case they can no longer be opened with external signals nor the Crowbar, and must be unwelded with a Plasma Cutter first. However, creatures damage welded doors at the same rate as non-welded doors.

Doors & Hatches Connection Panel

Connection Panel for Doors & Hatches
Hover over pins to see their descriptions.
toggle_state
set_state
Toggles Hatch/Door's state between open and closed on a non-zero signal
Sets the Hatch/Door's open or closed depending on the signal value (0 = closed, non-zero = open).
state_out
condition_out
Sends a signal of 0 if the Hatch/Door is closed and 1 if the door is open.
Outputs the Hatch/Door's current condition. (0-100)
Requires: Screwdriver


Bot Logic

AI priority for door unlocking: linked, then wired, finally nearest controls.
AI bot door unlocking priority

When an AI waypoint is on a door it changes to a different icon, indicating the AI will try to unlock a door if it cannot pass that spot. To unlock the door (if needed) the bot will using any controls (buttons, switches, levers, etc) nearby

  1. Controls that are linked with the door itself (the connection will turn green in the sub editor)
  2. Controls that are wired to the set_state or toggle_state of the door
  3. Nearest controls
  4. (unverified) it will click a "door with buttons", with unknown priority (The door might count as the "nearest controls")

Properly setting down waypoints so they change into a "door waypoint", and linking the relevant controls can help the bot navigate complex wiring and airlocks.


Docking Hatch & Port

Main article: Docking Hatch


The Docking Hatch and Docking Port are an Installation used to dock two submarines together, or a submarine to an outpost.


Media

v·d·e·h
Installations
Submarine Weapons
Small Turrets
Large Turrets
Loaders
Other
Navigation
Machines
Electrical
Structure
Other
Alien