Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Feature request] Externalizing lock pick difficulty
[Feature request] Externalizing lock pick difficulty[message #331829] Sun, 20 April 2014 12:22 Go to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
As the title already suggests, I'd liek to see externalized locks (optimal would be in xml form).

At the moment there are 40 different kind of locks + keys which are defined, the editor allows 64 locks to be set, so 24 are undefined/unused).

However, without being able to set difficulties for lock breaching for those, there's basically no way to tell, how hard these unused lock/key combinations will be to pick/break in game.

As far as I can tell, each lock has several values which define it (and which of course should be addressed in the xml):

Lock pick difficulty
Pry open difficulty (with crowbar/smash in)
Electronic (yes/no)
key type (small golden key, silver key, rusty key, electronic key, key card, etc.. the basic keys and descriptions are in the items xml, but the keys themselves get somehow differently combined with the lock type... probably hard coded... could be used in the xml as well)


One thing to add which would be quite useful, as well, is sector ID for lock/key combinations.

If the number of possible lock/key combinations is eventually increased beyond 64, it would actually be possible to have more specialized locks.
As it is at the moment, locks are usually picked rather easy with the right mercs (Trevor and Magic can pick every single lock in game, except those 3 or 4 with difficulty set to 255 which actually require the specific key to open, like Orta basement or palace doors), having a more diverse set of locks/key combinations could make this part of the game a bit more challenging again... (also adding a chance to break lockpicks when the skill check fails when trying to pick a lock would be nice).

At the moment it is simply not useful to put keys for padlocks into maps for example, because the padlock key will open all "padlock type" locks all around Arulco).

IIrc, a list of keys/locks and their difficulty to pick/smash can be found in the map editor documentation.

[Updated on: Sun, 20 April 2014 12:23] by Moderator



Re: [Feature request] Externalizing lock pick difficulty[message #331854] Tue, 22 April 2014 03:24 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
Externalised Locks & Keys

Locks
Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally.
Template:
Toggle Spoiler

Keys
Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally.
Template:

Files + diff


Re: [Feature request] Externalizing lock pick difficulty[message #331858] Tue, 22 April 2014 11:42 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Awesome anv... that's super cool.

Is there an explanation of what the different lock types do?


Re: [Feature request] Externalizing lock pick difficulty[message #331886] Thu, 24 April 2014 00:19 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
LOCK_CARD and LOCK_ELECTRONIC get bonus from electronics skill to open instead of lock picking and that's it. They must have planned other differences (AP to unlock? Sounds? Peeking through the keyhole?), but dropped it. Also at one point locks were supposed to use up to 4 different keys.

Buggler asked me to change .xmls path from TableData/ to TableData/Items/ (keys are items and locks are tied with them), so I reuploaded files in the first post.


Re: [Feature request] Externalizing lock pick difficulty[message #331888] Thu, 24 April 2014 10:08 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Don't have time to work on the values atm anyways, but it's good that this feature was added for future improvements. So no worries about the path of the files at this point.


Re: [Feature request] Externalizing lock pick difficulty[message #331900] Thu, 24 April 2014 21:26 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
@anv: Very nice. I am currently adding it to the trunks, but I get one error:

MORE_LOCKS_AND_KEYS is not defined in GameVersion.h.

I just added:

#define			MORE_LOCKS_AND_KEYS								153 // anv: externalized locks and keys to xml


Yes I added 153 (instead of 152) in the stable trunk, because 152 is already used in the development trunk.

[Updated on: Thu, 24 April 2014 21:40] by Moderator



Re: [Feature request] Externalizing lock pick difficulty[message #331901] Thu, 24 April 2014 23:00 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
@RoWa21: I see in both dev and stable branches SAVE_GAME_VERSION wasn't updated:
#define			SAVE_GAME_VERSION								MORE_LOCKS_AND_KEYS
Probably because patch was based on latest dev branch, didn't think it would make it into stable.



Re: [Feature request] Externalizing lock pick difficulty[message #331928] Sat, 26 April 2014 13:25 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
@anv: I removed the feature from the stable trunk, so savegames work again.


Re: [Feature request] Externalizing lock pick difficulty[message #340253 is a reply to message #331928] Fri, 27 March 2015 14:28 Go to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Did this feature actually make it in? I can't find the xml files after updating with svn... I suppose it hasn't been added, yet?

I'm currently working on a map that could use a few additional hard to pick locks...


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