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The keypad UI is handled by the engine. A "broken" keypad image doesn't even exist in the game resources. So fixing this would require creating such a graphic, then reimplementing the entire interface in Squirrel.
Why reimplement absolutely everything? The feature description makes it sound like you can just show a sprite over the original keypad interface if it's broken, and hide it if it's not broken or becomes repaired.
Hmm, that does sound more practical. The overlay would have to exactly match the positioning behavior of the engine's overlay code (the keypad can end up at either the top or bottom of the screen depending on the resolution), and I don't know if it's possible for Squirrel overlays to render on top of engine overlays.RSD knows more about all this stuff than I do. I've only used the overlay API at the most rudimentary level.
Wonder if that would be too much of a departure. Does SCP adjust level geo or just contents?
And please don't bother with any of that because RSD will no longer be compatible (only one custom overlay handler allowed per mission
There is one big difference however, and that is that script code can register multiple overlay handlers. The overlay service has AddHandler/RemoveHandler functions, instead of SetHandler as the C counterpart. The reason is to avoid conflicts if there are multiple mods active that contain Squirrel scripts. It's possible that two different mods might want to add overlay elements. Accidentally calling Add/RemoveHandler multiple times won't cause any problems, the only thing to note is that the last added handler is always moved up to highest priority.
The broken keypad on Recreation, when frobbed, still shows buttons etc, but they can't be interacted with.I have seen this trip-up a few people in the past, myself included, thinking the keypad was bugged when it really just needed to be repaired.This is exacerbated by the fact that every other repairable device has a scrambled/broken interface when the device needs repair, but not the keypad.Would it be possible to fix this in SCP by giving it a scrambled/broken interface?
https://www.youtube.com/watch?v=0rWO05wmkyY
Also, is it possible to make the pipes go into a conduit or something? They look odd just going straight into the wall.
I can't make myself not notice this stuff.
Been playing around with the engine cores trying to make them look more detailed than just five-sided huts shoved through a couple of walls. Not sure if I've gone too far, or too not far enough.