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Author Topic: Wirecutters... Doorkeys?  (Read 1418 times)

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electroNIX

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Wirecutters... Doorkeys?
« on: 29 Jul 2003, 22:43:30 »
Hi!

I am just fooling around with the nice CoC Divers... trying to get them from a hoovering chopper into that darn water without breaking them :)... but anyway...

It would be nice to have for those combatdivers (but of course the other units as well ;) ) some wirecutters to get past that fence without using the mainentrance, which could raise some serious questions from those guards...

My Idea would be to include a "door" inside the fences surrounding the compound... but they "open" only with the wirecutter-equipment...

so this leads to the second one, a lockable door... maybe to a prisoner, so you first have to find the badguy who carries that key...

maybe this would be somehow possible to achive with that safe-addon? i dont remember exactly what it was about, since i never had any use for a safe, but maybe this is a good starting point...

maybe somebody did that already... and i am just too blind...

any suggestions?


PS:
Blowing up that damn fence is no good for a "sneakinatnightandgetoutbeforethebadguysknow" kind of mission... :D


Homefry31464

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Re:Wirecutters... Doorkeys?
« Reply #1 on: 29 Jul 2003, 22:48:34 »
Yeah, good idea.  Another that is sort of related to this is the Co2(I think it is Co2) canisters that freeze the fence.  I saw it on The Sum Of All Fears, but not really sure if they exist in real life..?  Good ideas.

Offline KJAM

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Re:Wirecutters... Doorkeys?
« Reply #2 on: 30 Jul 2003, 00:06:38 »
i dunt think there are CO2 canisters in use as such, but the most viable would be nitrogen instead of co2

bigdog632

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Re:Wirecutters... Doorkeys?
« Reply #3 on: 30 Jul 2003, 00:39:53 »
Hi!



My Idea would be to include a "door" inside the fences surrounding the compound... but they "open" only with the wirecutter-equipment...






there are lock picking scripts out there that could help in that simulation.....make it like your cutting instead of like clicking open and walking through

bigdog632

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Re:Wirecutters... Doorkeys?
« Reply #4 on: 30 Jul 2003, 00:42:15 »
liquid nitrogen would get cold enough or liquid helium but i think the helium would be a lil overkill

Offline KJAM

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Re:Wirecutters... Doorkeys?
« Reply #5 on: 30 Jul 2003, 07:54:41 »
lol big dog, compressed nitrogen would work better,. ive had that stuff strayed on m,y feet, only for a fraction of a second at a time but man did it hurt, felt like a million needles lol.


uhm also about the "Blowing up that d**n fence is no good for a "sneakinatnightandgetoutbeforethebadguysknow" kind of mission... "

wel depends on how far away you are from an enemy unit.......which wouldnt be that far, ive sometimes had a collision but that lets me walks through some fences lol

Offline .pablo.

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Re:Wirecutters... Doorkeys?
« Reply #6 on: 30 Jul 2003, 09:08:27 »
wire cutters will never replace the good ol' satchel charge!

if you wanted a script that simulated wire cutters (using no addons) you could try using the nearestobject command to get the closest fence (if you can do that, still haven't learned exactly how it works) then if it is less than 3 m away give the player an action to set its damage to 1.  but idk if you can do that will the nearestobject command

electroNIX

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Re:Wirecutters... Doorkeys?
« Reply #7 on: 30 Jul 2003, 11:43:17 »
mmmh...

I also though it should be possible with something a tank does to a fence when it runs over it... have to check that out...

well, bicycle thiefes around here use the ice-spray for electronics or even the medical ones to freeze the locks and then hit it with one of those emergency hammers you use to break the windshield of cars...
anyway...

of course a satchel charge is very nice... but not for a covert mission involving 2-4 combatdivers placing charges at those shilkas and SAMs, so the AF can come in to thrash that HQ...
and unfortunately those targets dont stand parking near the fence...


the idea with setdamage is ok... and with a fence placed in the editor quite easy to do, but what about the fence already on the map? could i use the ID of that object? like instead using the name, i use the id? ( [talkingtomyself]good idea [/talkingtomyself] :) )

i used that ID once to make the fountains spray water on the old OFP maps with some script... so i will give that a try...

but still, somehow i need to make shure it only works with a wirecutter object in the group...

peace!
« Last Edit: 30 Jul 2003, 11:46:21 by electroNIX »

BronzeEagle

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Re:Wirecutters... Doorkeys?
« Reply #8 on: 30 Jul 2003, 16:32:46 »
You'd have to make an addon fence with a door that looks like the fence.  Possibly make a new piece of equipment that is scripted to activate the open door command.  Locking doors sounds tough, you'd have to know the object which would be easy, but the animation command to open the door.  Then some scripter could do the rest....

Offline KJAM

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Re:Wirecutters... Doorkeys?
« Reply #9 on: 30 Jul 2003, 16:42:40 »
for locked doors, maybe everon cartel could come up with something similar to their safe addon

Kaliyuga

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Re:Wirecutters... Doorkeys?
« Reply #10 on: 30 Jul 2003, 19:51:59 »
 We've been really busy with  finishing the submarine as of late.... so most other projects are on the back burner till we get it finished ;)

 but I do have a police station that is about 50% completed along with several  other custom buildings lying about my hard drive in various stages of completion.

 The police station will have cells.. with locking, animated doors and some other nice features as well ;)

 Like a working security system and such...    we were working on a camera system, but when the other system was released a while back on ofp.info  

 I contacted the addon maker and got his permission to take his existing system and make it better using some really cool features that we had planned for our system but didn't make it into his ;)

and locking an animated door is dead easy.....  just the same as locking the safe door as KJAM pointed out ;)



 

electroNIX

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Re:Wirecutters... Doorkeys?
« Reply #11 on: 30 Jul 2003, 22:25:28 »
Well... i look into that... but i did something i mentioned, like the tank does to a fence...

I made two .sqs inside the mission folder
cut.sqs
wirecutter.sqs

into cut.sqs goes the following

(object 169294) setdammage 1

the number is just the ID from the fence...
and into wirecutter.sqs goes that

player addaction ["Cut Fence", "cut.sqs"]


and then a trigger around the fence with activation by whoever you like to "cut" that fence...
and into the "on activation" field goes:


[] exec "wirecutter.sqs"


...well
its maybe going somewhere and right now at 3am its ok for me, BUT it makes alot of noise and dust and actually its not cutting a hole into that fence but merely pushing it over.. :)
but its down though... i dont know if the sound will alert any guards or not...
and one more thing, it just works on the fence with its ID inside cut.sqs... so if i want to have several possibilities i have to make some more .sqs ? so every fence has its own trigger and cut.sqs and wirecutter.sqs ?? i know its possible to do with just one or two scripts, but i dunno how to use those variables etc...  ::)

peace!