NumbNutsJunior 54 Posted January 14 Active Lockpicking A Skyrim style lockpicking mini-game for Arma 3. Disclaimer This release is part of a series of releases containing projects that I have not completely fleshed out or implemented into any dedicated server environment. I am releasing these projects because I have stopped playing and scripting for Arma 3, but I figured that this project was interesting enough that others may want to implement them into their missions. That being said, use them as you will and enjoy. Features - (Concept/Needs custom implementation) An alternate random chance force pick. - Customizable difficulty levels.Setup - Define the files found in the example mission into your mission's function library. - Include hud_lockpick and hud_default into your mission's description.ext's RscTitles. - Implement key handlers into your mission's respective key handling scripts in order for GUI controls to function properly. - Call fn_hud_lockpick from a lockpick script which implements your mission's vehicle/door/crate lock system. - - Needs to be called from a spawned environment (canSuspend). Showcase Downloadhttps://github.com/NumbNutsJunior/Active-Lockpicking I hope you can find some use for it in your missions, feel free to modify and improve the system of course but just ask to leave my initial author credits. ~ NumbNutsJunior aka Pizza Man 8 4 Share this post Link to post Share on other sites
zagor64bz 1212 Posted January 14 What a fun little script! I already see a situation where the player needs to pick a lock and teammates have to provide cover/security...or try not to raise alarms in case of an "incognito" state/mission. Good job, mate. 2 Share this post Link to post Share on other sites
topden 46 Posted January 21 Hello. Can you add to the script so that the equipment of the cars is also closed? Share this post Link to post Share on other sites
NumbNutsJunior 54 Posted January 21 10 hours ago, topden said: Hello. Can you add to the script so that the equipment of the cars is also closed? Not quite sure what you mean by "equipment of the cars", but if the car is locked then the inventory should also be inaccessable. The script itself is just the lockpicking mini-game where when you call the script fn_hud_lockpick from a spawned enviornment, the function will return a bool with true for lockpick success and false for failure. You can use the mini-game in any fashion you want, I simply included the car as an example where fn_hud_lockpick was called by fn_lockpick (a general purpose lockpick action handler). Share this post Link to post Share on other sites
MblIIIkA 0 Posted January 22 5 hours ago, NumbNutsJunior said: Сам скрипт - это просто мини-игра с отмычкой, где при вызове скрипта fn_hud_lockpick из порожденной среды функция возвращает bool с true для успеха отмычки и false для неудачи. Вы можете использовать мини-игру любым удобным вам способом, я просто включил автомобиль в качестве примера, где fn_hud_lockpick был вызван fn_lockpick (обработчик действий lockpick общего назначения). Hello, this is a very cool script, but I do not understand how to apply it to the closed doors of vanilla buildings.... Share this post Link to post Share on other sites
topden 46 Posted January 22 7 hours ago, NumbNutsJunior said: Not quite sure what you mean by "equipment of the cars", but if the car is locked then the inventory should also be inaccessable. inventory. yes. but inventory open(( Share this post Link to post Share on other sites
johnnyboy 2766 Posted January 25 Slick. Good job NumbNuts! 3 Share this post Link to post Share on other sites