Unlocking doors/terminals by shooting them

Post » Tue May 17, 2011 8:31 am

Alright, who doesn't want to be like all those action heroes who open a door by shooting the lock or smashing a console? I've spent the past few hours playing around in the GECK and searching the internet for a way to achieve this, but I can't really find anything on this topic- though I did learn how to make a perk that would automatically allow me to unlock them by activating them, which was interesting, but that's just not as visceral.

So, would it be possible? I saw somewhere someone said that it might be possible to set an explosion to create an object that would activate an Impact Data Trigger or something like that- sort of how the Tesla Cannon would one-shot the Vertibird- which would have a scripted effect of unlocking the door/terminal. I just can't seem to find any option in the GECK to do this, or what commands I'd need in the script beyond the basic GetLocked/Unlock etc etc.

Also, sorry if my terminology is bad, I'm really just groping in the dark, trying to teach myself how to get around this platform.
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Luis Longoria
 
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Post » Tue May 17, 2011 11:14 am

Alright, who doesn't want to be like all those action heroes who open a door by shooting the lock or smashing a console? I've spent the past few hours playing around in the GECK and searching the internet for a way to achieve this, but I can't really find anything on this topic- though I did learn how to make a perk that would automatically allow me to unlock them by activating them, which was interesting, but that's just not as visceral.

So, would it be possible? I saw somewhere someone said that it might be possible to set an explosion to create an object that would activate an Impact Data Trigger or something like that- sort of how the Tesla Cannon would one-shot the Vertibird- which would have a scripted effect of unlocking the door/terminal. I just can't seem to find any option in the GECK to do this, or what commands I'd need in the script beyond the basic GetLocked/Unlock etc etc.

Also, sorry if my terminology is bad, I'm really just groping in the dark, trying to teach myself how to get around this platform.


Maybe not helpful, but I know that Explosive Entry for Fallout 3 allowed the player the option of setting an explosive charge that could destroy various locks based on your explosives skill. I know it's a stretch for what you're asking, but perhaps picking it apart might shed some more light on what you're looking for? Sorry if that's no help, but it's all I can think of that might be helpful. Nice idea though, but with my very elementary knowledge I don't know how you could shoot a lock to destroy it (and thereby open it) without some sort of menu that gave you the option of either trying to pick the lock like normal, shoot it out, or open it by possibly some other means. Until the player clicks on the locked reference and pulls up the options menu, the locked container is really nothing more than a static object placed in the gamespace. So it seems to me it would likely have to be done by a skills based menu as opposed to just walking up and shooting it out. But I'm a noob so I could be wrong.
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djimi
 
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Post » Tue May 17, 2011 12:05 pm

I'd try something like this (untested):

begin onHit player	Unlock	Activate playerend

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ZzZz
 
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Post » Tue May 17, 2011 6:24 am

I'd try something like this (untested):


Man, I wish that would work, but apparently, OnHit only works on actors, not objects.

You may be right, Balok, about it being impossible without bringing up a menu, which is also how Explosive Entry accomplished it, if I read correctly. That's certainly disappointing, but it was still fun to play around for a little while.
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Emma
 
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Post » Tue May 17, 2011 2:30 pm

Man, I wish that would work, but apparently, OnHit only works on actors, not objects.


It works on activators at least (e.g. rigged terminals or FO3 BB-Gun shooting range)
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Chris Johnston
 
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Post » Tue May 17, 2011 3:00 pm

Okay, here's the proof of concept:

http://jo-ge.net/dl/doortest.esp


Replaces the door to Doc Mitchell's bathrom with a locked one. When you hit the door it opens.

Used script:

scn DoorTestbegin onHit         Unlock        Activate playerend

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Hella Beast
 
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Post » Tue May 17, 2011 11:34 am

Okay, here's the proof of concept:

http://jo-ge.net/dl/doortest.esp


Replaces the door to Doc Mitchell's bathrom with a locked one. When you hit the door it opens.

Used script:

scn DoorTestbegin onHit         Unlock        Activate playerend



I thought you were wanting something global that would allow you to shoot out any locked door or container you ran up on, lol. I think you could definitely do it one by one, but man, that's a LOT of doors and containers to edit. Oh, and just a thought, but wouldn't shooting a terminal just destroy it making it unusable?
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Tracey Duncan
 
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Post » Tue May 17, 2011 4:10 pm

I thought you were wanting something global that would allow you to shoot out any locked door or container you ran up on, lol. I think you could definitely do it one by one, but man, that's a LOT of doors and containers to edit.


Just about 320 doors, you're right with containers, though.


but wouldn't shooting a terminal just destroy it making it unusable?

It should, shouldn't it? I get some mean ideas from this thread:

  • A very hard locked door in a low level area, behind it the Gadget of Awesomeness...
    What do you do? Search for the key? Return a dozen levels later? Shoot the door?

  • A fragile terminal in a room with trigger-happy superior forces...
    Dare to throw that grenade? Or even just risk shooting? Terminal's broken? Well, now you can forget about getting the Gizmo...

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Charlie Sarson
 
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Post » Tue May 17, 2011 3:47 pm

Just about 320 doors, you're right with containers, though.

It should, shouldn't it? I get some mean ideas from this thread.



What, you've never watched a really campy action movie? Where the bad guy closes the electronic door, but then they just shoot the panel a bit and it magically opens? I'm not exactly talking realism, here, I just want a more action-oriented playthrough this time around, since I usually just stick with sneak, science, and long-range stuff.

That's brilliant though- I don't suppose there's a way to do, like, a global script edit for all doors, is there?
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STEVI INQUE
 
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Post » Tue May 17, 2011 5:45 am


That's brilliant though- I don't suppose there's a way to do, like, a global script edit for all doors, is there?


If you don't mind using a specific weapon for bashing locks you could attach a script effect spell to a melee weapon, or the ammo of a ranged weapon that runs a script to check if the target is a door, or computer, then unlocks them. Could probably add some kind of small explosion effect too if you wanted.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 6:21 am

If you don't mind using a specific weapon for bashing locks you could attach a script effect spell to a melee weapon, or the ammo of a ranged weapon that runs a script to check if the target is a door, or computer, then unlocks them. Could probably add some kind of small explosion effect too if you wanted.


I don't know how that would work, exactly, could you explain it?

I just went through and added my script for unlocking doors to every door in the game. Took about thirty minutes- all in all, not as bad as I had expected, and so far, everything is working out beautifully. Guess I'll move on to Terminals, next, unless I discover a better way.
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Elina
 
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Post » Tue May 17, 2011 12:54 pm

What, you've never watched a really campy action movie? Where the bad guy closes the electronic door, but then they just shoot the panel a bit and it magically opens?


Yes a door panel. It actually makes sense that the door opens without power when there is more danger to the door being closed during a blackout, than to it being open (a proper cell door would stay shut when powerless, an emergency exit would open at the slightest voltage fluctuation.)

If you shoot at a computer that serves as door panel, this may cause the door to open, but you shouldn't be able to browse trough the files anymore. But since you need to edit each terminal anyway, you could also change the terminal's menu.


I just want a more action-oriented playthrough this time around, since I usually just stick with sneak, science, and long-range stuff.


When you make *all* doors breakable, there's an balancing issue IMO, as you effectively make lockpicking useless.

As an alternative way to open some brittle doors it's fine, especially when you limit it to certain weapons (i.e. "Begin Onhit shotgun-formlist")
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Crystal Birch
 
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Post » Tue May 17, 2011 12:24 pm

Alright, who doesn't want to be like all those action heroes who open a door by shooting the lock or smashing a console? I've spent the past few hours playing around in the GECK and searching the internet for a way to achieve this, but I can't really find anything on this topic- though I did learn how to make a perk that would automatically allow me to unlock them by activating them, which was interesting, but that's just not as visceral.

So, would it be possible? I saw somewhere someone said that it might be possible to set an explosion to create an object that would activate an Impact Data Trigger or something like that- sort of how the Tesla Cannon would one-shot the Vertibird- which would have a scripted effect of unlocking the door/terminal. I just can't seem to find any option in the GECK to do this, or what commands I'd need in the script beyond the basic GetLocked/Unlock etc etc.

I made a FO3 mod that (among other things) added the ability to use violence and explosives on locks to make them open. The mod relied heavily on the script extender, and I am unsure if similar commands are available. Anyway, you can take a look at my mod http://www.fallout3nexus.com/downloads/file.php?id=9801. Everything is controlled by scripts on the player, so it will be compatible with pretty much any mod out there. The drawback is that nothing is persistent, so, if you hit a door three times, turn to hit a chest and then go back to the door, the door is suddenly undamaged (it will not become locked again if you managed to break it open).

When you make *all* doors breakable, there's an balancing issue IMO, as you effectively make lockpicking useless.

Depends on circumstance. If using violence to break a door is noisy, it should make you a target for angry citizens and local critters alike. In a city that can be a problem. In a dungeon ... not so much. In my FO3 mod all locks got HP (computed from their lock level) and a damage threshold. If the damage threshold is high enough, it will become very expensive in bullets/weapons to break open a door.
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Bek Rideout
 
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