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Remove keys of destroyed vehicles


Gimmic

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  On 9/12/2013 at 2:37 AM, Gimmic said:

I'm assuming keys are bound to specific vehicle item IDs. Why not have the key automatically be deleted once the vehicle is destroyed? I know it isn't realistic, but it would help with clutter. 

Negative, a key has the possibility to open more than one vehicle (similar to real life, albeit extremely rare). 

Awol pointed out the following: Say this function is in-place and a player destroyed or sold a vehicle, & STILL had the key...this player would then know that his/her key would indeed open another owned vehicle live on the server.

Cool idea, but I think you guys can deal with a couple extra keys...

After all, it does play into our tool management meta.

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We talked at some length about this in irc a week ago or so. I really personally disagree with any meta game element that exists only to make things more difficult.

 

1) Having a bunch of keys which can not be 'transmuted' into any other item of value, cannot be sold, and simply take up inventory slots as trash adds nothing but complexity and item count to the game.

2) With keys representing the possibility of access to a locked vehicle, they get horded. Keys never being deleted means over time, vehicles come and go but many more keys get added to the game world. 

3) Having keys be deleted when the parent vehicle is destroyed accomplishes two things: It indirectly lets people know the vehicle is gone and clears up clutter, AND adds value to every other key in the game world.

 

The reason for 3 is that if I loot a key, I now *KNOW* that key goes to something in the world. That key has real potential value. I may not know exactly what it goes to, but at least I know it is a key to something. This makes every key in the world worth more. Having trash keys in the world just dilutes the possible value of keys. 

 

I looked at the way keys are handled now and there's got to be a better way. It might be my first real introduction to arma2 modding. The class count alone plus the random way it is being assigned to vehicles is kind of nuts, frankly. 

Since there's already some custom sql tables, I don't know why there isn't one associating vehicles to keys. What I need to learn more about is how the custom items are handled directly. 

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