temnix Posted June 25, 2021 Posted June 25, 2021 I know that if a door is set to Trapped and given one of the standard "You hear the guards being summoned!" scripts, it will summon police the moment it is successfully bashed - because the door swings open briefly then, and the scripts react to Opened(). But is there a way to detect attempts to bash it? NPC should run to the cops when they see someone trying to break into a house, not just when the robbers succeed. It is probably possible to fine-tune those scripts to react to failed lock-picking attempts, but I'm thinking back on Fallout, even the first Fallout, older than the first BG, where trying to simply open special shelves or doors would produce "Stay away from there" responses from NPC. Trying a second time caused them to turn hostile. Now, this obviously had to be set up for every guarded container and door separately, but there was some scripted trigger for the attempts. The same went for trying to shoot or knock locks off. Is BG more primitive in this regard? I am also curious about whether Door fields "Effective AC" and "Current HP" are used for anything, along with "Unlock message." This message is not displayed when the lock is either picked, bashed or bypassed with an item in the "Key" field, at any rate, unless it's reserved for a ticked "Uses key" field (not necessary for the "Key" field to work). Well? Does anybody know the answers to these or the other relevant and interesting questions of mine, or have you all gone completely to seed (except kjeron)? Quote
kjeron Posted June 25, 2021 Posted June 25, 2021 AFAIK no way to detect Bash attempts separate from other actions. "Clicked()" will catch Bash attempts, among others. "Unlock Message" is displayed when you attempt to pick an impossible lock (diff=100). (Generally the message informs you as much). Haven't noticed any function of the others (AC,HP). Quote
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