Lock doors and triggers
The Locks panel lets you read a door's number off the world and type it in. You can also aim at doors in the world.
In the menus: ESC → Design → Locks
Find the number of a door
Opening the panel switches the door and trigger overlay on and its colour is the state:
- green is unlocked
- red is a full lock
- amber is a rank lock, and carries the rank name after the number
Type the world number into Entity #.
Set the gate
Rank: runs from Full lock through the 8 ranks your server names, where rank 1 is the highest:
- Full lock shuts the door for everybody and prevents map scripts from reactivating it
- a rank admits that rank and every rank above it, so a rank 3 lock opens for ranks 1, 2 and 3
An unranked character never passes a rank lock.
Tech 2 can crack a rank lock one rank above the character's standing. A full lock cannot be cracked.
Sound: picks the buzz a blocked player hears, from 7 wrapping entries: None, Tech, Blocked, Invalid Permissions, Physical, Console and No power.
Message: holds up to 128 characters of text and appears in the middle of a blocked player's screen. Leave it empty for a door that refuses without a word.
Lock and unlock
Select LOCK #. Locking something that already carries a lock re-locks it in place, keeps its id, and rewrites the rank, sound and message.
UNLOCK # takes the lock off the number in the field. UNLOCK ALL clears every lock on the map and asks first. Neither removes anything from the map.
Prefer the console?
sound is a keyword, not a position.
/add lock [rank] locks whatever is under your crosshair and takes no message.
/remove lock aimed unlocks by crosshair, /remove lock ent <num> by world number, and
/remove locks confirm clears the map.
A lock's message and buzz change afterwards, by the lock's id rather than the world number.