How to make something like the "readable component" editable by the player? #294
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Hi, I'm new to cogito and have been trying it out for my project and it's been great! I was wondering if it is possible to have sign or note (similar to the readable component) be editable by the player (that can also be tied to a quest). In example, changing a note's contents to specific ones completes the quest. Can the keypad component have its own "keyboard" and not a numeric keypad? I was also trying to make a lock that uses passwords instead of passkeys. Also is there a socket like component that is triggered by putting items in like an open shelf for display? Thank you in advance for responses! |
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Replies: 2 comments 6 replies
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Hello and welcome! Hope I can answer all of your questions:
Yes! It's called
Yes, this is supported in the code, but not included as its own scene. The keypad code is string based, so it's easy to change to a alphabetic password.If you're up for it, this is how you can build it:
This will let you create a screen which can accept letters and check for a password you set.
This would be entering text into an editable field, correct? And you'd want to check said text? (compare to a specific value)? |
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Had a moment to take a look and here's a few thoughts:
This is a setting of the InteractionComponent used (BasicInteraction) called "Ignore Open GUI". In your case, you want that switched off. This will ensure that as long as there's a GUI active (like the Keypad interface), the interaction component will be ignored.
This is currently a quirk of the current player movement controller, so I can't offer an easy/clear solution to this. Another note: The Keypad script currently is hard coded that the letters |
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Hello and welcome!
Hope I can answer all of your questions:
Yes! It's called
Cogito Snap Slot
. Load up the Laboratory demo scene and go straight ahead in the room for systemic properties. There's two examples of how the Cogito Snap Slot is used: The battery uses the Cogito Snap Slot with the "Inventory Item" setting, meaning the player needs to have the item in their inventory to place it.Yes, this is supported in the code, but not…