Project Zomboid

Project Zomboid

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Disable Alarms [MP Updated!]
   
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27 Feb, 2024 @ 10:49am
14 Dec, 2024 @ 4:12am
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Disable Alarms [MP Updated!]

Description
This mod allows for the detection and disabling of burglar alarms installed throughout Project Zomboid.

I want to give a shout to planetalgol, I borrowed a lot of their code and it was thanks to their code I was able to expand and include the disabling capability of this mod. You can find there mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2197887340

How it works:

Much like the "Burglars Can Detect Alarms" mod, the player must be up against a window and right-click inside the building looking for the context menu to show "No Alarm Detected" or "Alarm Detected". Buildings without a way to see inside them are basically impossible to detect if alarms are present, they must have a window or other way to view inside.

Alarm Detection Functionality:
You must be a Burglar or have Electrical 3 (default) to detect if a building has a burglar alarm.

Alarm Disable Functionality:
You must be a Burglar or have Electrical 5 and either a credit card or screwdriver plus a pair of scissors to effectively disable a burglar alarm. If you see "Alarm Detected" you should also see an option for "Disable Alarm". Now, you have a base chance to succeed equal to ~25% + 5% every level above 5 in Electrical to succeed. If you are a Burglar your base chance is ~50%. Regardless of whether or not you are successful, your character will assume that they have disabled the alarm. Unfortunately, the only way to know for sure is to make your way inside and see if the alarm goes off. This mechanic was added because it would ruin a lot of the surprise involving alarm systems, but if you get Electrical 10 and are a Burglar, you will have a ~100% chance to succeed. If you are not a Burglar, but have Electrical 10 you have a ~75% chance to succeed.

Motion Sensor Acquisition:
This has been rebalanced to only distribute a motion sensor occasionally based on the same chance you had of disarming, but is not based on success or failure of disarming the alarm.

** Update **
You can now configure the level to detect alarms using Mod Options when creating a new game or have some method of changing Sandbox Variables.

Workshop ID: 3169482256
Mod ID: DisarmAlarmMPMod
15 Comments
KyuKage 11 Feb @ 11:24am 
I know we have 42 on the way now, but how difficult (I do not know enough about modding PZ to know) would it be to have LUCKY / UNLUCKY in SP affect the chance of success on Disabling the alarm?
Construct 8 Feb @ 3:00am 
Agreed. I would wait until b42 is released for the stable branch
rientelfon  [author] 7 Feb @ 11:19am 
@One-Many Orgy i think once B42 gets a bit more stable. right now, it i s still very unstable from what i have gathered
Womb Raider 13 Jan @ 11:59pm 
Any plans to get this baby working for the B42 update?
Construct 13 Dec, 2024 @ 11:02pm 
make sure not to burn yourself out, ight? keep up the good work.
Construct 13 Dec, 2024 @ 11:01pm 
nice. thanks man.
rientelfon  [author] 13 Dec, 2024 @ 4:30pm 
@Construct this is now implemented
Construct 3 Dec, 2024 @ 3:15pm 
@rientelfon completely understood, and, good luck. Also, make sure to take breaks, don't burn yourself out.
rientelfon  [author] 3 Dec, 2024 @ 3:13pm 
@Construct will do, may have to do some research in how to do that. i haven't modded in a bit so will take some digging back in to recall how to do it.
Construct 3 Dec, 2024 @ 3:12pm 
@rientelfon if you add the sandbox setting, let me know, i would greatly appreciate it.