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More Tenting things

Posted: Wed Mar 22, 2006 11:07 pm
by Kiff
I just got the latest CVS release and unfortunatly, the small tents keys don't lock the chests inside of them. This is the main problem I'd say.


Unrelated things: the first time you open a small tents lockbox it does the fireball trap animation...who knows why, not a big deal, it doesn't do damage.

Is there a way to remove small tents? If not it's not a big deal. I'm mostly looking for the lock boxes to work I think.


-Kiff

Posted: Thu Mar 23, 2006 12:10 am
by Xuri
Hmm shouldn't be a huge problem to make the keys work (for anyone tinkering with the source); If the chest is added before the key, use the chest's serial (A good rule of thumb, as this ensures you'll never unintentionally have a key opening two different doors!) as the MORE (I think) value of the newly created key.

As for removing tents, if I recall correctly the tents were removed either when decaying (and I don't think we have house decay in, which is good - a lot of extra issues to deal with there ;) or when the owner took an axe to the chest and destroyed it.

Posted: Thu Mar 23, 2006 1:50 am
by stranf
Hey Xu, I have a question about locks.

How do you set the difficulty of the lock? It seems that by using serial numbers the locks can be opened ONLY by a key. Is there a way to create locks on doors/chests that can be opened by key and/or specific lockpick skill?

Posted: Thu Mar 23, 2006 4:42 am
by Kiff
Here is another twist in the tale.... you can use the key to lock and unlock the container UNTIL it is opened once, and the fireball animation plays. After that point it thinks it is unlocked/unlockable forever. Wierd? Yes.

Posted: Thu Mar 23, 2006 5:16 am
by giwo
Not really all to wierd.

We use some common generic storage for different things on different items. Usually these two things don't overlap, but there are certain buggy areas where they do. It appears trapped and locked containers have an overlap.

Posted: Fri Mar 24, 2006 2:13 am
by giwo
stranf wrote:Hey Xu, I have a question about locks.

How do you set the difficulty of the lock? It seems that by using serial numbers the locks can be opened ONLY by a key. Is there a way to create locks on doors/chests that can be opened by key and/or specific lockpick skill?
There is no way, currently, to set the difficulty of a lock.

As for associating a key with a lock, that intentionally stops it from being pickable. The idea is that one could have locked chests which players can pick, however chests or doors which have keys cannot be picked (and thus you can't break into ones house using lockpick).

Posted: Fri Mar 24, 2006 2:41 am
by Xuri
Overriding that should be possible through javascript anyway, so those who feel the need to have breaking in as a feature can just setup a script to do so :)

Re: More Tenting things

Posted: Sun Jan 22, 2012 10:38 pm
by Xuri
Fixing this in my next CVS commit by making magically trapped containers use MOREZ instead of MORE values, to avoid conflicts with lockable containers.

Re: More Tenting things

Posted: Mon Mar 19, 2012 2:41 pm
by Xuri
Fixed on CVS and in UOX3 0.99!