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Killap's crowbar/trap code for locked doors isnt working properly #61
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This likely calls for larger overhaul and code unification encompassing most/all doors. |
Ugh, the doors are such an ugly pile of copy-paste... This is going to a huge undertaking. |
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phew, this is taxing |
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… script_overrides and it doesn't work.
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Merged
wanted to add magic hands animations on trapping the door, but it doesn't work great ref rotators/Fo1in2#70 |
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Using v18 RPU with sfall v4.2.8.
I noticed that Killap added code to many locked doors to allow you to force them open with a crowbar or trap them with dynamite/plastic explosive, however I also noticed that this doesnt appear to work properly.
For example, when trying to use a crowbar on the locked door in the klamath rat caves leading to the fuel cell regulator, you only get the message "this does nothing". The same happens if you attempt to use dynamite on it.
For reference, this is from KSCVDOOR.ssl :
The last two blocks with the crowbar and dynamite never get called at all. I tried moving those two to the top of the procedure and it did work though, i was able to use a crowbar to bust open the lock and i was able to attempt to trap the door with dynamite. For some reason, the dynamite simply dissapeared from my inventory when i failed to set the trap, im not sure if this is intended as it never dissapears when you arm it in your inventory, even if you have very low trap skill. The only way you can fail to arm dynamite is the risk of premature detonation.
So for example changing the procedure to this will allow the crowbar/dynamite code to work :
I can still use lockpicks on the door as well.
Save in the rat caves if you want to test it :
SLOT03.zip
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