ascottk on 26/8/2005 at 02:10
You create a Vulnerability link from the door to the LockVulnerability. Although I haven't made this work with a key as a weapon. There's also links I haven't fully explored yet. There's Lock, LockAssociation, LockTick . . .
New Horizon on 26/8/2005 at 02:18
Quote Posted by ascottk
You create a Vulnerability link from the door to the LockVulnerability.
;) Yeah, managed to find it. LOL
New Horizon on 26/8/2005 at 02:41
Quote Posted by ascottk
You create a Vulnerability link from the door to the LockVulnerability. Although I haven't made this work with a key as a weapon. There's also links I haven't fully explored yet. There's Lock, LockAssociation, LockTick . . .
Yeah, there are tons of little extras. As for tonight, I think I'm going to turn in. Getting the keyring into the inventory is a good first step. Now it's just getting the system to work.
Krypt on 26/8/2005 at 06:57
If you already got the keyring in your inventory, you should be able to do the locking/unlocking through script. Something like:
conditions:
AND
-When I am frobbed by player
-If [PlayerHasXkey] = true
-If property [bIsLocked] = true
and actions:
-Set [bIsLocked] = false
-reset conditions and actions
and then copy the script and switch the true/false for the bIsLocked stuff and it can relock it too.
ProjectX on 26/8/2005 at 09:03
A masterkey will open a group of doors that have the same Masterkeystring as the masterkey. Every time you pick up a key all yu haveto do is set the masterkeygrou string to that of the keyring.
New Horizon on 26/8/2005 at 12:58
Quote Posted by ProjectX
A masterkey will open a group of doors that have the same Masterkeystring as the masterkey. Every time you pick up a key all yu haveto do is set the masterkeygrou string to that of the keyring.
Hmmm, maybe I'm not understanding properly. Wouldn't that change the group string of the keyring to that of the key you just picked up?
I'm going to try Krypts suggestion first, though I'm not entirely sure I understand how that works either. Moments like this, I feel very stupid.
rujuro on 26/8/2005 at 15:20
moved this question to newbie questions since it was slightly off-topic here.
ascottk on 26/8/2005 at 16:06
Here's an idea for inventory lock picks:
When I am used in a way from the inventory
Set flag [PlayerCanLockpick] to [TRUE] expires on map change [FALSE] expires on mission [20]
Reset script conditions and actions
While the default for PlayerCanLockpick is FALSE. That way you (hopefully) won't get sucked in at a lock until you use the lock picks.
New Horizon on 26/8/2005 at 16:36
Hmmm, and then the reset would hopefully put the default back to False. Cool.
I'll try that out ascottk.
EDIT:
Hey there.
I tried that script...I remembered after that I had tried something similar and had the same results. Essentially, it gives you the lockpicks when you use the item in your inventory but when you deselect the item, you still have the picks. Can't seem to find a way to get rid of them. Gah.
ProjectX on 26/8/2005 at 17:24
what I meant is that you change the masterkey string on the door to that of the keyring so that every door who's key has been picked up will be openable by the keyring.