MGTDB

[release] Safe lock picking

9 posts in this topic

Posted (edited)

Credit goes to @second_coming  for his original code for another Arma 3 mod that had base building 9_9
This is converted for Exile

Source Bitbucket

Installation

1. Place a3_exile_autolockpicker.pbo in your @ExileServer\addons\ folder
2. Edit your mission file adding in the contents of each file to the relevant files, create init.sqf if not already done so, repack
3. Add the respective whitelists into the Battleye filters

Note: I use Exile Laptop (not removed) and 2 x power cords (removed) on each attempt, if you use power cords I suggest removing them from traders, or change MaterialRequired2 in AutoLockPicker.sqf to another item

There are options to use this to lockpick vehicles, but I haven't tested those yet

Edited by MGTDB
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Posted (edited)

NICE!! Now with a bit of tinkering people can make a good use of safe trapping. ;)

Edited by oSoDirty
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Its a nice concept, however the opening of the safe seems to be to instantaneous, it would work much better if it had a progress bar like fixing vehicles or hotwiring them that worked very slowly and had a chance of breaking while working.

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no death check or interfering with revive system ? Option comes up...u die u lose it. Soft log fixes it.

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Posted (edited)

Correct me if I'm wrong, but doesn't a proper death check require a loop in a scenario like this? The script is rather fast and the only loops are post fail for electrocution, and to remove the 2 expendable items. You could place the death check in the electrocution loop, but at that point the safe is still locked and the script completing isn't hurting anything. I apologize if I'm misunderstanding this.

Edited by oSoDirty
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Posted (edited)

1 hour ago, oSoDirty said:

Correct me if I'm wrong, but doesn't a proper death check require a loop in a scenario like this? The script is rather fast and the only loops are post fail for electrocution, and to remove the 2 expendable items. You could place the death check in the electrocution loop, but at that point the safe is still locked and the script completing isn't hurting anything. I apologize if I'm misunderstanding this.

No ur fine man I was a bit vague. No ur correct to my knowledge,  I'm just kinda speculateing on it... not sure if this a know issue or specific to my situation.  Basically in a nut shell.  If you die u loose the option to try and pick the safe.  And the only way I've found to fix this issue is a soft log.  So ur right. Maby could do a call in the death on player, or on player create Bambi  to call the script to start again? 

Edited by DIamond

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There is a other LockpickingScript online somewhere , which we are using on our Server. In this u need a tool to lockpick and it take some time! Don't now if the script above is too easy ...

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Nice, DB :P.

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8 hours ago, Skelly said:

Its a nice concept, however the opening of the safe seems to be to instantaneous, it would work much better if it had a progress bar like fixing vehicles or hotwiring them that worked very slowly and had a chance of breaking while working.

You can set the chance of success/electrocution in Autolockpicker.sqf

SuccessChanceVehicles				= 30;
SuccessChanceExileDoors				= 20;
ElectrocuteChance 					= 30;
InflictDamage 						= true;
MinimumDamage 						= 20;
MaximumDamage 						= 30;
StunTime 							= 15;

So you can make it as easy or as hard as you like. 

 

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