second_coming Posted March 31, 2015 Report Share Posted March 31, 2015 Rejoice, AutoLockPicker v1.2 is here! What is it? I hear you ask. It's a lock picking script which can unlock locked doors, lock boxes and locked vehicles. What's Changed Since v1.1? Now uses cursortarget to be more accurate in selecting the target. The option to attach a lock pick should only become available if the door or vehicle you are targeting is locked for you. Added more user configurable settings: // Which locks can be opened LockpickLandVehicles = true; // All land vehicles (cars, vans, trucks etc) ::: acceptable values true or false LockpickAir = true; // Helis and jets ::: acceptable values true or false LockpickShip = true; // Boats, jetskis and submarines ::: acceptable values true or false LockpickEpochDoors = true; // Epoch build-able doors ::: acceptable values true or false // Chance to succeed or be electrocuted SuccessChanceVehicles = 20; // (Between 1-100) % Chance to successfully pick the lock SuccessChanceEpochDoors = 20; // (Between 1-100) % Chance to successfully pick the lock ElectrocuteChance = 10; // (Between 1-100) % Chance of electrocution on if the lock pick fails // Damage Settings InflictDamage = true; // If true damage is added, if false just stun MinimumDamage = 50; // (Between 1-100) min% of full health Damage to inflict must be less than MaximumDamage MaximumDamage = 90; // (Between 1-100) max% of full health Damage to inflict must be more than MinimumDamage StunTime = 15; // Time in seconds to stun the player on electrocution (if it doesn't kill them) // Materials Required to Create AutoLockPicker EnergyRequired = 100; // Amount of energy expended operating AutoLockPicker (0 for zero energy required) MaterialRequired1 = 'CircuitParts'; // First material required to create AutoLockPicker (default is 'CircuitParts' or Electronic Component) MaterialRequired1Count = 1; MaterialRequired2 = 'ItemCorrugated'; // Second material required to create AutoLockPicker (default is 'ItemCorrugated' or small metal parts) MaterialRequired2Count = 1; // Usage Restrictions AllowInSafeZone = false; // (Leave true if you don't use inSafezone) Allow use of AutoLockPicker in safezones // (using the boolean variable inSafezone set here // http://epochmod.com/forum/index.php?/topic/32555-extended-safezone-script-working/) _MinimumPlayers = 0; // Number of players required online before the option to lock pick becomes available (set to 0 to always allow) AllowLockPicksNear = false; // (Leave true for no restriction) selecting false will make the script check if one has been placed within 5m of the player How does it work? (On default settings) the script has a 20% chance to successfully unlock any locked door or vehicle and a 10% chance to electrocute the player causing between 50% and 90% overall damage and giving some funky sound and visual effects :) It uses 1 x Electronic Components and 1 x Small Salvage Metal to be able to activate the AutoLockPicker (which are consumed in the attempt to unlock). If you are carrying both items and are next to a door or vehicle you get a scroll wheel action to attach the AutoLockPicker. Then use the mousewheel again to select to activate the AutoLockPicker. Credits: The starting point for this script was StealthSticks ExplosivestoVehicle script (http://www.armaholic.com/page.php?id=21652) Electrocution visual after effects are from here http://www.altisliferpg.com/topic/224-effects-on-marijuana-use/ https://www.youtube.com/watch?v=OinUNGW6eAA I have also created a modified version of Leighams ud.pbo () to handle the unlocking of vehicles as it has to be done server side otherwise they just relock within a few seconds. (If you already use ud.pbo this will not clash with it) I'm sold, how do I Install this badboy? Step 1: Add the required Battleye Filters: Add the following to publicvariable.txt !="AUTOLOCKPICK"Add the following to attachto.txt !"Land_PortableLongRangeRadio_F"Add the following to scripts.txt: line 1 (BIS_fnc_) !"call BIS_fnc_SetPitchBank"Around line 5 (attachTo) 7 attachTo !"_autolockpick attachTo [_unit,[0,0,0]," !"_autolockpick attachTo [_nearVehicle, [0,0,0.2]];"Around line 21 (exec) 7 execVM !"AutoLockPicker.sqf"Around line 19 (playableunits) !="if(AllowInSafeZone && count playableUnits >= _MinimumPlayers) then"Around line 47 (setDamage) !="player setDamage 1;"If I have missed any filters let me know and I will add them here. Step 2: Mission Installation Place AutoLockPicker.sqf in your mission file and add a call for it to your mission file (I initialise it from onPlayerRespawn.sqf): Here is the onPlayerRespawn.sqf I use: (if you don't already have an onPlayerRespawn.sqf just copy the one supplied in the download into your mission folder) if (!isDedicated and hasInterface) then { waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; // Activate AutoLockPicker [] execVM "AutoLockPicker.sqf"; systemchat("AutoLockPicker activated..."); }; Edit your description.ext and add the following: class CfgSounds { class shocker { name = "electrocute"; // filename, volume, pitch sound[] = {"sounds\electrocute.ogg", 1, 1}; titles[] = {}; }; }; Then create a folder called sounds in your mission folder and copy electrocute.ogg inside it (from the download) Step 3: Install the Server side addon Place a3_epoch_autolockpicker.pbo in @epochhive/addons Step 4: All done! YAY! DOWNLOAD HERE vbawol, Ghostrider-GRG, Suppe and 9 others 12 Link to comment Share on other sites More sharing options...
1Man Posted March 31, 2015 Report Share Posted March 31, 2015 Love it but I think I'm going to make it more difficult like the old days, I'm going to require a 10oz gold bar and electronic component Link to comment Share on other sites More sharing options...
Richie Posted March 31, 2015 Report Share Posted March 31, 2015 Nice release Second_coming, very good idea XTamiiX 1 Link to comment Share on other sites More sharing options...
CH!LL3R Posted March 31, 2015 Report Share Posted March 31, 2015 Link to comment Share on other sites More sharing options...
Suppe Posted March 31, 2015 Report Share Posted March 31, 2015 Thanks... awesome :D and work with stock epoch ah too... no problem with it :D addaction is not the problem with stock ah :D second_coming 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 31, 2015 Report Share Posted March 31, 2015 Yeah it's weird. Some addActions work and others don't. Link to comment Share on other sites More sharing options...
second_coming Posted March 31, 2015 Author Report Share Posted March 31, 2015 I thought player addActions only work for admins with the standard AH? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 31, 2015 Report Share Posted March 31, 2015 No I did some testing with R3F a month or so ago and it mostly worked. Had a couple issues with it though. Honestly that's the only reason I'm using Infi* is so R3F will work like it should. Link to comment Share on other sites More sharing options...
Suppe Posted March 31, 2015 Report Share Posted March 31, 2015 I wrote already in craft a bike, addaction works.... every script work with the stock ah..... the ug addon.... all addactions..... the "special trader" on my server work with addaction special trader = strider and irfrit, but do not save after restart.... (players like it) or my 4th or 5th portal work with a addaction... no problem with the stock ah....only zuba hud builder dont work for the players.... second_coming 1 Link to comment Share on other sites More sharing options...
second_coming Posted April 1, 2015 Author Report Share Posted April 1, 2015 Original post edited with details of how to include the missing sound file, download also updated to include the sound. Link to comment Share on other sites More sharing options...
guttall Posted April 1, 2015 Report Share Posted April 1, 2015 Hi, great script, very nice!!! I´m testing it, To me in order to make it work, it was necessary to add this to script.txt: 7 setDamage !"resetCamShake" !"radialBlur" !"AutoLockPicker.sqf" I got successfuly unlocked/open a wall door, but I noticed that once it´s locked it is not possibleto close it back. Is that right ? Link to comment Share on other sites More sharing options...
second_coming Posted April 1, 2015 Author Report Share Posted April 1, 2015 Try increasing the success chance on line 33: if(_chance <= 20) then{ Change the 20 to any number up to 100 (guaranteed to work) This will test if the script is working for you. Link to comment Share on other sites More sharing options...
R4ziel Posted April 2, 2015 Report Share Posted April 2, 2015 I tested this last night and it works like a charm!! Thanks dude, you are a legend! Link to comment Share on other sites More sharing options...
second_coming Posted April 2, 2015 Author Report Share Posted April 2, 2015 I got successfully unlocked/open a wall door, but I noticed that once it´s locked it is not possible to close it back. Is that right ? It opens the doors by forcing the animation for 'open door', it doesn't actually unlock the door as the person picking the lock is not authorised to open it. You are just forcing the door open temporarily. Also, I take it that it was the locked wooden door? I tested it on both that and the garage door and was able to close the garage door after picking the lock (effectively relocking it) but the wooden door is not able to be opened/closed until after server restart (although if you have you base broken into you could try moving the wall and replacing it to see if it resets the door). Link to comment Share on other sites More sharing options...
Scorpi Posted April 2, 2015 Report Share Posted April 2, 2015 Thx! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 2, 2015 Report Share Posted April 2, 2015 Tested this on a vehicle and it didn't work properly. I placed the lockpick and then activated it. I got a message saying it was successful but the vehicle remained locked. Link to comment Share on other sites More sharing options...
second_coming Posted April 2, 2015 Author Report Share Posted April 2, 2015 Tested this on a vehicle and it didn't work properly. I placed the lockpick and then activated it. I got a message saying it was successful but the vehicle remained locked. It can sometimes take several seconds for the vehicle to register as unlocked. Have you managed to successfully unlock any vehicles? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 2, 2015 Report Share Posted April 2, 2015 Not yet. I only tested it until the point where it said it worked....and then it didn't. Had a laundry list of stuff to do so I moved on to other things. I'll do some more testing and let you know. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 3, 2015 Report Share Posted April 3, 2015 I'm stumped lol 03.04.2015 09:33:29: [ASM] Liqu1dShadow (83.122.22.149:2304) 137xxxxxxxxxxxxxxxxxxxxxd0e - #0 "andom1 = random 180; [_autolockpick,_random0,_random1] call BIS_fnc_SetPitchBank; [_autolockpick,_nearVehicle,_unit,_random0,_ra" Is it this? !="andom1 = random 180;[_autolockpick,_random0,_random1] call BIS_fnc_SetPitchBank;[_autolockpick,_nearVehicle,_unit,_random0,_ra" Link to comment Share on other sites More sharing options...
1Man Posted April 3, 2015 Report Share Posted April 3, 2015 That looks right Link to comment Share on other sites More sharing options...
second_coming Posted April 3, 2015 Author Report Share Posted April 3, 2015 I'd use: !"[_autolockpick,_random0,_random1] call BIS_fnc_SetPitchBank;" Link to comment Share on other sites More sharing options...
TPwalker Posted April 3, 2015 Report Share Posted April 3, 2015 Works like a charm on doors, can not seem to get it to unlock a vehicle. gives the successful message but never unlocked even waited a few minutes... Am i the only one with this issue lol Link to comment Share on other sites More sharing options...
second_coming Posted April 3, 2015 Author Report Share Posted April 3, 2015 Are you using the standard anti hack or infiSTAR? Link to comment Share on other sites More sharing options...
TPwalker Posted April 3, 2015 Report Share Posted April 3, 2015 Are you using the standard anti hack or infiSTAR? I am using Infistar, I have no RPT errors and looks like everything is loading Link to comment Share on other sites More sharing options...
Gen0cide Posted April 4, 2015 Report Share Posted April 4, 2015 I had the same issue as Darth where base's unlocked fine but vehicles are a no go even with the successful message. I left it at that due to the fact I wasn't going to use it on my main server anyway just wanted to check it out. This is all using infiSTAR so I might look at it later if I get time. Link to comment Share on other sites More sharing options...