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Question about using LOCKDEFS


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Hello,

 

For a map that I'm building (GZDoom format with Doombuilder), there is a switch that requires you to have the three main keycards (red, blue, yellow) and two skull keys (red and blue) to lower a floor sector. The default selection of locknumbers in the editor does not have this combination as an option:

DefaultOptions.png.e103c82dd63dfda52b951a39c5993a1b.png 

 

I can create my own lock types with SLADE by adding a LOCKDEFS lump: https://zdoom.org/wiki/LOCKDEFS

 

The problem that I'm having is that when I create a custom lock type...it does show up in the editor and work ingame as intended, however it removes the other default lock number options. For example I created a little test map and added in this custom LOCKDEF:

lock 1
{
    RedCard    
    RemoteMessage "My dude, come back later when you have the red keycard"
}  

When I open this testmap and view the lock number options, I can only select the above example. The other default options are gone:

 

1885137483_Lock1.png.06d4c6dfeed7cbcc62f05f25fcd6d7b5.png

  

The LOCKDEFS article mentions the CLEARLOCKS command: "This clears all lock definitions from previous definitions. Use this only if you do not want to use any of the original locks, or if you intend to redefine all of them....If you just want to add more locks to the game you should not use CLEARLOCKS."

 

I'm not using the CLEARLOCKS command in my script, yet it seems to be activating anyways. Is my understanding of how this should be working correct? Can anyone point out if I'm doing anything wrong?

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Having a LOCKDEFS lump overrides the keys defined in the editor's config. If you want to be able to select all keys you'll have to load gzdoom.pk3 before your custom LOCKDEFS.

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Thanks for the explanation. For this one lock, I actually came with a different design idea that is better and doesn't require the above configuration...thank you regardless. 

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