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Circuit to close powered door with motion sensor


IcyRed

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As far as I know, powered doors will always remain in a closed state until triggered. Unfortunately there's no way to set up sensors to force a door to close upon detecting a zombie or hostile creature - such setting will only trigger the door to open.

 

Long story short: You'd have to manually close the door via switch.

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There's a couple answers.

 

The easy but ugly: rotate the door 90 degrees. Zeds don't care if the door opens or closes to block their path, as long as it blocks their path. You might, as it looks horrible especially with the powered doors - but the zeds don't. So place the door so it blocks the doorway when open (test with wooden doors first to figure it out) and wire as you would. This is one easily applicable for door-based drawbridges, still looks bad, but less bad.

 

The gadgeteer.. to get a door to actually close on detecting something, you could use electric hatches to cover cameras. The cameras would be activating the door when they see you, the hatches triggered by zeds blocking their view to make the door close. Takes quite a bit of setup, thinking, tinkering and separate gadgets to make it work right. (EDIT: and camera vision has been finicky across patches, I haven't tested it for A21)

 

The electrical engineer; Want to overload a battery bank? Easy; one generator bank, with one engine in it, connected to a chain of loads (lights, doors, turrets) that will load it to about 45W when triggered, connecting to a battery bank that is running the doors. The last 5W from the generator is enough to start charging the battery bank, causing the battery bank to stop providing power down the line. And it's not enough to power anything past the battery bank; thus everything behind the batteries will get shut down whenever the load from the generator is triggered.

(Gen -> your Zombie triggers -> enough extra load items to get to 45W -> Battery bank -> the circuit running your door for You -> the door)

Edited by theFlu (see edit history)
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5 hours ago, theFlu said:

There's a couple answers.

 

The easy but ugly: rotate the door 90 degrees. Zeds don't care if the door opens or closes to block their path, as long as it blocks their path. You might, as it looks horrible especially with the powered doors - but the zeds don't. So place the door so it blocks the doorway when open (test with wooden doors first to figure it out) and wire as you would. This is one easily applicable for door-based drawbridges, still looks bad, but less bad.

 

The gadgeteer.. to get a door to actually close on detecting something, you could use electric hatches to cover cameras. The cameras would be activating the door when they see you, the hatches triggered by zeds blocking their view to make the door close. Takes quite a bit of setup, thinking, tinkering and separate gadgets to make it work right. (EDIT: and camera vision has been finicky across patches, I haven't tested it for A21)

 

The electrical engineer; Want to overload a battery bank? Easy; one generator bank, with one engine in it, connected to a chain of loads (lights, doors, turrets) that will load it to about 45W when triggered, connecting to a battery bank that is running the doors. The last 5W from the generator is enough to start charging the battery bank, causing the battery bank to stop providing power down the line. And it's not enough to power anything past the battery bank; thus everything behind the batteries will get shut down whenever the load from the generator is triggered.

(Gen -> your Zombie triggers -> enough extra load items to get to 45W -> Battery bank -> the circuit running your door for You -> the door)

I like the over load idea. Going to try it. I took a 3x3 powered door mounted backwards and flush to the ceiling, in closed stated with no power it is "open" due to orientation and "closed" when it receives power. The windows are a panel lower than they should be, but it does the job.

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7 hours ago, IcyRed said:

Also, this is for people.

Oo, nice, a proper mouse trap. :)

 

Another thing that might work for that, would be a trap floor that holds up a relay. Break the floor, drop the relay, cut the connection. Takes a bit of maintenance per trigger, but you're not getting too many activations out of one. :)

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