Demeggy Posted October 21, 2009 Share Posted October 21, 2009 Holler, hello all. Im trying to create the following; When a Player equips a certain weapon and goes to a Locked door, the game bypasses the lockpicking screen and automatically unlocks the door. The way Ive tried to go about this is by creating a Perk with the Activate Entry, checking to see if the thing being activated is a door and is locked, and most importantly that the Self checking condition is that the Player has this weapon equipped. If it is, it runs a script which simply states; ShowMessage LockBypassed unlock But I don't seem to be getting anything out of it. It still goes to the lockpicking screen, even with the Perk wielding a priority of 100. Any help would be appreciated, thanks. Link to comment Share on other sites More sharing options...
Branimirzg Posted October 21, 2009 Share Posted October 21, 2009 Holler, hello all. Im trying to create the following; When a Player equips a certain weapon and goes to a Locked door, the game bypasses the lockpicking screen and automatically unlocks the door. The way Ive tried to go about this is by creating a Perk with the Activate Entry, checking to see if the thing being activated is a door and is locked, and most importantly that the Self checking condition is that the Player has this weapon equipped. If it is, it runs a script which simply states; ShowMessage LockBypassed unlock But I don't seem to be getting anything out of it. It still goes to the lockpicking screen, even with the Perk wielding a priority of 100. Any help would be appreciated, thanks. Condition getlocked ==1? Link to comment Share on other sites More sharing options...
Demeggy Posted October 21, 2009 Author Share Posted October 21, 2009 Yup. Doesn't seem to make any diff. I have the weapon in my hand, I go to the locked test door Ive made, Hit 'e' and it brings up the lockpicking screen. Hmmm. Link to comment Share on other sites More sharing options...
Branimirzg Posted October 21, 2009 Share Posted October 21, 2009 Which condition are you using for doors? Link to comment Share on other sites More sharing options...
Demeggy Posted October 21, 2009 Author Share Posted October 21, 2009 Hmmm, IsObjectType Door == 1 and GetLocked == 1 Link to comment Share on other sites More sharing options...
Branimirzg Posted October 21, 2009 Share Posted October 21, 2009 Hmmm, IsObjectType Door == 1 and GetLocked == 1 I have done same thing and it works,so you problem has to be equip weapon condition Link to comment Share on other sites More sharing options...
Demeggy Posted October 21, 2009 Author Share Posted October 21, 2009 Hmmm, Ive taken screenies of each of the windows to the perk Ive created. What have I got different on there to yours? http://img200.imageshack.us/img200/6827/sonic1m.jpg http://img199.imageshack.us/img199/5017/sonic2.jpg http://img136.imageshack.us/img136/1870/sonic3.jpg Ta Link to comment Share on other sites More sharing options...
Branimirzg Posted October 21, 2009 Share Posted October 21, 2009 lol...remove that =1 from script just type unlock! Link to comment Share on other sites More sharing options...
Demeggy Posted October 21, 2009 Author Share Posted October 21, 2009 Thats odd, its still not working for me... It still goes to the lockpicking menumode, and it doesnt even show the message, or bring up the button option. Link to comment Share on other sites More sharing options...
Branimirzg Posted October 21, 2009 Share Posted October 21, 2009 Thats odd, its still not working for me... It still goes to the lockpicking menumode, and it doesnt even show the message, or bring up the button option. Try without weapon condition Link to comment Share on other sites More sharing options...
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