File this one under "Misc" for now...

Mapping & modding Fallout Tactics and reviewing maps thereof.
Post Reply
User avatar
Max-Violence
Wandering Hero
Wandering Hero
Posts: 1221
Joined: Thu Apr 18, 2002 4:15 am
Location: In my own personal vault
Contact:

File this one under "Misc" for now...

Post by Max-Violence »

I'm wanting to make a trigger go off when a particular door's lock has been picked, but the door is still closed (which is why checking the OSS of the door won't cut it).

Ideas?

I was thinking of using Skill Use Occurred, but hell if I remember how to make it work at all, let alone with the Lockpick skill.

Links?

:D
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
User avatar
Jimmyjay86
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2102
Joined: Thu Apr 18, 2002 4:02 am
Location: Wisconsin
Contact:

Post by Jimmyjay86 »

Hmmm, I'll look into it. I would think "skill use occured wouldn't cut it because it doesn't tell if you are successful or not.
User avatar
Max-Violence
Wandering Hero
Wandering Hero
Posts: 1221
Joined: Thu Apr 18, 2002 4:15 am
Location: In my own personal vault
Contact:

Post by Max-Violence »

True, true.

Where's OTB when ya need him?

Probly smokin' some crack... again...

:mrgreen:
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
User avatar
OnTheBounce
TANSTAAFL
TANSTAAFL
Posts: 2257
Joined: Thu Apr 18, 2002 8:39 am
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland
Contact:

Re: File this one under "Misc" for now...

Post by OnTheBounce »

Max-Violence wrote:I'm wanting to make a trigger go off when a particular door's lock has been picked, but the door is still closed (which is why checking the OSS of the door won't cut it).
I can't think of a way to do this, since using the "skill Use Occured" trigger only checks to see if a skill was used, not whether or not it was successful. However, you may want to consider an alternative: use a Science Switch that controls the door's lock, but doesn't open/close it. That way you can simply set up a trigger based on the Science Switch's OSS, and not the door's locked/unlocked status.

To use the "Skill Use Occured" trigger, you'll need to have the PCs (and all possible PCs) set up w/the the field "Enable Script Events" ticked/checked. The set up a trigger for the door, leaving the Tag Name field for the entity that is supposed to use the door blank. The Tag Name field for the entity that the skill will be used on will not appear until you've selected opened the first Tag Name field, but put the door's Tag Name in there when it does appear.

I don't have any ideas on how to do this, other than to use the Skill Use Occured trigger in conjunction w/the OSS of the door, but that's not what you want. It would have helped immensely if the designers had set up "Skill Switches" that you could set the appropriate skill on, rather than simply setting up "Science Switches". Then we could set up things like Force Field emitters that required you to use the Repair skill on them just like in the RPGs and a host of other things. Of course, this is neither here nor there. :lol:

Cheers,

OTB
"On the bounce, you apes! Do you wanna live forever?!"
User avatar
Jimmyjay86
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2102
Joined: Thu Apr 18, 2002 4:02 am
Location: Wisconsin
Contact:

Post by Jimmyjay86 »

OTB appears from the shadows to answer the question and just as quickly vanishes.
User avatar
Max-Violence
Wandering Hero
Wandering Hero
Posts: 1221
Joined: Thu Apr 18, 2002 4:15 am
Location: In my own personal vault
Contact:

Post by Max-Violence »

I'm thinking of redoing what I'm doing as far as that trigger goes -

Basically, the idea is to have the PC (read: the PC) go undercover into an enemy base, disguised as an enemy (Reavers, in this case), and unlock (but not open - that'd arouse suspicion) the "back door" to the enemy base to let some other friendly NPCs (who become PCs eventually) into the base.

That said, I think it'll be a good idea to make the PC have to open the door then close it real quick to do the objective - kinda like a signal to the friendlies that the shit's 'bout to hit the fan.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
Post Reply