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

Posted: Sun Oct 27, 2002 12:57 pm
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

Posted: Sun Oct 27, 2002 7:49 pm
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.

Posted: Mon Oct 28, 2002 1:51 am
by Max-Violence
True, true.

Where's OTB when ya need him?

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

:mrgreen:

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

Posted: Mon Oct 28, 2002 5:32 am
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

Posted: Mon Oct 28, 2002 6:04 am
by Jimmyjay86
OTB appears from the shadows to answer the question and just as quickly vanishes.

Posted: Mon Oct 28, 2002 1:14 pm
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.