Breaking Locks

Post » Fri May 13, 2011 9:47 am

Is there a way to break a lock through a script command? GetLocked returns 2 when a lock is broken, but I can't find a way through scripting to make an unbroken lock return this value with GetLocked, and display as 'Locked - Broken'.
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Farrah Lee
 
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Post » Fri May 13, 2011 12:24 pm

Not to my knowledge. Some time back, I requested the functionality in the FOSE thread, but so far no cigar.

Edit: Just to expand on my reply. There is a http://geck.gamesas.com/index.php/GetIsLockBroken function, but the corresponding set function does not exist. In my real-time security mod, I use an ugly hack, were I mimic the functionality by setting the locklevel to 200 if it jams.
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Lovingly
 
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Post » Fri May 13, 2011 7:56 pm

Not to my knowledge. Some time back, I requested the functionality in the FOSE thread, but so far no cigar.

Edit: Just to expand on my reply. There is a http://geck.gamesas.com/index.php/GetIsLockBroken function, but the corresponding set function does not exist. In my real-time security mod, I use an ugly hack, were I mimic the functionality by setting the locklevel to 200 if it jams.


Thanks for your reply. I was looking at setting the locklevel to some number above 100 so my script could detect that it was the one that locked it out - but I was hoping there was another way because any level I tried above 100 and the crosshair says 'Requires key' and was concerned this would cause confusion to the player.
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amhain
 
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Post » Fri May 13, 2011 7:22 pm

I think even if a lock was broken it still displays requires key when you mouse over it. You could use setdestroyed 1 to stop the roll over text completely. Getdestroyed then would tell your script it is a broken lock. You could even add an invisible activator named Lock - Broken depending on what exactly you need.
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Britta Gronkowski
 
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Post » Fri May 13, 2011 6:00 am

I think even if a lock was broken it still displays requires key when you mouse over it. You could use setdestroyed 1 to stop the roll over text completely. Getdestroyed then would tell your script it is a broken lock. You could even add an invisible activator named Lock - Broken depending on what exactly you need.

I'll give that a try. Thanks for the ideas :)
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James Baldwin
 
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