KutPax 0 Posted April 26, 2021 Hiya folks, I'm trying to make a Picklock script, where you look at a door and it executes the script and gives you a certain % chance of unlocking it. I want to base this off of a script pierremgi helped me out with a long time ago, I'll list it below. Spoiler _playerPos = position player; _nearestBuilding = nearestBuilding player; _distancetohouse = _playerPos distance _nearestBuilding; private "_intersects"; private _begin = ASLtoATL eyepos player; private _end = _begin vectorAdd (eyeDirection player vectorMultiply 1.5); { _intersects = ([cursorObject, _x] intersect [_begin,_end]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ["VIEW","GEOM","FIRE"]; disableUserInput true; if (count (_intersects select 0) > 0) then {Player switchmove "MOCAP_Idle_Stay_CombatPace_Rfl_Push_Kick_LeftLeg"}; sleep 0.5; disableUserInput false; if (count (_intersects select 0) > 0) then {[Player, ["Smash", 50, 1]] remoteExec ["say3D"]}; private _seed = [1,101] call BIS_fnc_randomInt; if (_seed >75) exitWith {false}; if (count (_intersects select 0) > 0) then {[cursortarget, ["DoorKickSound", 65, 1]] remoteExec ["say3D"];}; _select_door = format ["%1_rot", (_intersects select 0 select 0)]; cursorObject animate [_select_door, 1, 8]; Now instead of the door being breached, I want it to be unlocked. I have tried to work with "bis_disabled_Door_1", only that only refers to a specific door of an object, while I want the cursorobject door to be unlocked. I'm getting kind of stuck here since I have barely worked with doors in Arma. If anyone could help me out here, that'd be much appreciated! Share this post Link to post Share on other sites
Melody_Mike 130 Posted April 26, 2021 Heya @KutPax, welcome to the forums! I think you're looking for the lock command. And before someone beats me to it, this is a damned good script I've used in multiplayer: Happy mission making! 1 Share this post Link to post Share on other sites
Melody_Mike 130 Posted April 26, 2021 PS @KutPax is your name a reference to a... banana peel eating alien... by any chance? Share this post Link to post Share on other sites
KutPax 0 Posted April 26, 2021 No, it's a dutch military thing 😉 Also the lock command seems to be for Vehicles, I'm trying to unlock a single door on a building which I am looking directly at (CursorTarget or CursorObject) Share this post Link to post Share on other sites
Melody_Mike 130 Posted April 26, 2021 22 minutes ago, KutPax said: No, it's a dutch military thing 😉 NSFW I assume? :D Now I agree with you on that the lockpicking scripts I know open doors; they don't unlock them. But if you look at the forum post link I sent, in the GitHub, you'll see it's got a pretty nifty door detection based on ray intersects from the player skeleton:https://github.com/NumbNutsJunior/Active-Lockpicking/blob/master/Other Examples/Lockpicking_Doors.Altis/functions/generic/fn_findTargetSelection.sqf Share this post Link to post Share on other sites
KutPax 0 Posted April 26, 2021 That still doesn't work out for me, I'm trying to edit the script I posted in the spoiler, to UNLOCK the door I am looking at, instead of kicking it open and playing an animation on the door so it rotates open with the speed accelerated by x8 Share this post Link to post Share on other sites
Melody_Mike 130 Posted April 26, 2021 I disagree. I believe you can use that function to identify which door your script needs to unlock. Then use the correct "bis_disabled_Door_x" variable to unlock the door. Will give it a go when I get home :). Share this post Link to post Share on other sites
KutPax 0 Posted April 26, 2021 Wow I totally checked out the wrong file, I just read the correct one and you're right, I'm gonna play around with it in a bit! Share this post Link to post Share on other sites
KutPax 0 Posted April 26, 2021 I got it to work with your post @Melody_Mike, thanks for the help my dude! Share this post Link to post Share on other sites
Melody_Mike 130 Posted April 26, 2021 So what did you end up with? Share this post Link to post Share on other sites
pierremgi 4843 Posted April 26, 2021 sorry for late reply: brand new cooked script: 1 Share this post Link to post Share on other sites
KutPax 0 Posted April 26, 2021 Thanks, I'll check it out! Share this post Link to post Share on other sites