I've had a few people come to me for doorchanics. Unfortunately I've been busier than usual in game, so I couldn't help. Zamujasa has already listed everything you need to know on his wiki, so this feels redundant for me. Still, it's good to be discussed here since it's a nice introduction to packets.
The basics you need to know:
- All normal doors send and receive packets over the wireless network on frequency 141.1, which I will call 1411 from now on.
- Doors can receive commands from any distance, but they only send reports within an 11x11 square centered on the reporting door. This is true no matter what method used.
- Wireless packets can be created, sent, and received through a few methods. Mechcomp and PDAs are the most relevant, so I'll keep it to those only.
- PDAs need to have an Network Diagnostics Cart, or the equivalent of.
- MechComps machines will need a wifi component to send and receive wireless packets. Theoretically you could use other methods if you figured out a way to remotely create files in the mainframe.
What door the packets look like:
If you Packet Sniff a door when it's opened manually you will see that the door sends out a report. The report looks like this:
Doors send these packets twice when you open a door manually. This is only a report, though. It isn't used to operate the door. This, however, IS useful for automation using MechComps. It's also a way to get the door address without a screwdriver or ping roulette. The parts explained:
- sender is the doors address
- timestamp is the timestamp
- user_id is the name on the ID Card used to access the door
- door_status is the status of the door after the action. This is wonky. If you open a door it automatically closes after a while. Even if the door is actually closed. With no action after you open a door it will produce one report with 'open' and another with 'closed'. If you close the door after you open it, then the second report will be 'open' even though the door doesn't open. If you open a door with packets, then close it with your hands, then you'll get a single 'closed' report.
- lock_status is the status of the lock during/after the action.
- command is the command given to the door. There are 6 command I know about. They are:
- - lock
- - unlock
- - open
- - close
- - secure_open (Bolts a door open, even if it was closed and locked)
- - secure_close (Bolts a door closed, even if it was open and locked)
- address_1 is the address of the door. You can get the address by packet sniffing, pinging, or by using a screwdriver and checking it's access panel.
- sender is the address of the device used to send the packet.
Remote Door Control with PDAs:
Using a PDA with the equivalent of a Network Diagnostic Cart, start off by using your PDA's File Browser to access the Packet Sender. Once in the Packet Sender you press (add new) and add your key:value pairs. Key in the first popup. Value in the second popup. You only need two KVPs to use a door remotely: command:commandhere and address_1:dooraddresshere -- next, you set the Packet Sender's frequency to 1411 and press send. It's that easy.
Remote Door Control with MechComps:
The packet is the same. The way you enter it is different. You need at least three things. A Signal Builder Component, a Wifi Component, and a trigger to send the signal. Let's use a Pressure Sensor Component. First for the hookups: Pressure Sensor to the Signal Builder (send), then the Signal Builder to the Wifi (send). Then toggle both of the wifi's options (don't forget!). Then enter the packet into the signal builder, separating the key:value pairs with ampersands. It should look like this:
command=commandhere&address_1=dooraddresshere
Then just walk over the pressure sensor and watch the door obey your command.
Those are the basics down.Now how do I make all of the doors on the station bolt open??
You don't.
Err.. well, it IS possible, but also highly impractical. Regardless, please don't try this as a nontater. One method is to:
Set up a machine at your base that splits the door address from every ping response on 1412 and then sends that data into a selection component. Then set up two wifi components set to relay packets from 1411 to 1412. Then you set up the wifi comps at any place you want doors to open within a 11x11 range, and ping with an ND cart. Then you take up your wifi comps and do that for every 11x11 space you want to doors to open in aaaaaaaaaaa!! Or you can enter them manually from the ping results aaaaaaaaaaaaaaaaa!! Once you're done you can then just set up a signal builder to repeatedly open up all doors one at a time with the help of a control unit and a delay component. It doesn't help that the selection component usually gets duplicates which can be a pain to get rid of. Also, it doesn't work with welded doors obviously.
There are other options, but the best option is to subvert the silicons and make THEM bolt all doors open. Which they tend to love doing, anyways.
I want to piss everybody off with yet ANOTHER tollbooth!
Wow! You really ARE a Mechanic!!
First off: Door-based tollbooths are inferior to teleporter tollbooths. Sure, they don't have as much style, but they're more likely to work while automated. Second: I won't give you the parts. Just some things that have been done.
Primal: Simple, but one of my favorites. Have one button that will secure_open a door and another that will secure_close it. You are the gatekeeper, and money is your keymaster. You could also have one button that opens and closes the door quickly with the help of a relay component. Not as primal though. Really this only works at mechanics, and is pretty much one way unless you rig up a table and a hole in the wall, or a pipe system that mails yer stuff to you.
I only accept cash: Payment Component to machine that will secure_open and secure_close a door quickly. No refunds for being a slow poke! Just make sure that the payment component is on the door tile (or in a wall north or south of it) so they can get their refund if they missed it. Or don't if yer a jerk. Though if you do that you might wanna build a pipe system that autoflushes all excess credits to you! Ha-HA! Though you'd probably still wanna set that up in a wall so you don't get any unwanted visitors. They can be quite rude, I say.
Tickets please!: Set up the toll with a thermal printer and a paper scanner. Either sell the tickets directly or have them work with a payment component. Like all automatic systems this can be set up anywhere. It does work better if you don't have the scanner eat the paper, though.
Hands up!: Hand scanner with a selection component used to verify purchase. The meat of it need a hand scanner, a selection component, two relays and a signal checker. The selection component needs a list of names or fingerprints, and in that list you need a null value for non-clubmembers. A 0 will do it. The connections go like this:
- Scanner to selection component (select item) and relay1
- Relay1 to selection component (send item) and relay2
- Relay2, which has signal changing toggled and send signal set to 0, to selection component (select item)
- Selection component to signal checker
- Signal checker, which has an inverted trigger string set to 0, to the rest of your machine
aaand you're done, more or less. A bit more complicated, eh? Then again, it's late (early, actually), so I could be over complicating things due to yawning.
Some general tips:
- Give sec a cut of the action. Or a free pass if you can't manage the credits. They love to play along. Also goes a long way to make sure the tolls are respected.
- Armory doors make wonderful toll stops. Super easy to get if you bring sec in on your game.
- Give heads a free pass. They'll enjoy laughing at other people and will usually support the tolls.
- Give people a way around; just make sure it's a long way. This way they're more likely to just go around instead of destroying your machinations.
- Talk. If you just sit in silence you're gonna get mobbed eventually. Conversation makes this more fun for all parties, even if some of those parties are want to mob you.
- Beware the Clown. No, I'm serious.
Okay so the 'open all doors' thing sounds like hell, is there a compromise?
Ah, why yes. Yes there is. It's just situational. It also has it's glitches due to the way door reports work. Please don't use the secure_open version of this unless you're a tater.
You need at least: Four wifi components, a splitter component, and a signal builder component. Prep the wifis by toggling the toggles and setting them to 1411. Set up the splitter comp, the signal builder comp, and two wifi comps in your home base. Connect them like this:
- wifi1 to splitter
- splitter, which has it's trigger set to sender, to signal builder (add + send)
- signal builder, which has it's starting string set to command=open&address_1=, to wifi2 (send)
Next, go to any place you want be able to access with an 11x11 square and place a wifi4 there and wifi3 beside it. Hook wifi3 to wifi4, and now walk into any door within an 11x11 square of wifi4. What?? Huzzah!! How 'bout that? I mean it's still fairly impractical, but hey, doors kiss your ass now! Neat, eh?
Doors are great, but I'm looking for something else...
Try secure lockers: Frequency 1431, packet is address_1=lockeraddress&command=lock/unlock&pass=commandauthcode -- Great, now I've gone and pissed off all of the 20 people who know that! Oh well.
Sorry. As far as I know locked crates need a card. I've pinged all frequencies and haven't gotten anything. Locked safes and pass crates need to be figured out as well. Eh. *fart
Now, get to work. I expect to be horribly inconvenienced in new and exciting ways! Don't disappoint. (Like I just did with the mess, typos and errors. I'm too tired to proofread. )