Arma 3
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Scuba Steve's Breaching & Lockpicking
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Data Type: Mod
Mod Type: Animation, Mechanics
Tamanho:
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1.019 MB
16 mai. 2021 às 5:25
3 nov. 2023 às 9:54
6 notas de alterações ( ver )

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Scuba Steve's Breaching & Lockpicking

Descrição
[Last Updated: 03-11-2023]

Hi there!

This mod contains animations from the MOCAP MELEE mod (https://www.armaholic.com/page.php?id=27262), so the credits for the Door Kicking Animations go to Kol9yN. I highly recommend checking out his work!

You can change the keybinds under Controls > Configure Addons > Breaching & Lockpicking.

What can you do with this mod?:
- Kick Doors Open;
- Breach Doors w/ a Shotgun;
- Picklock Doors (As an Engineer);
- Lock Doors (As an Engineer).

Is this mod compatible with CUP buildings?:
- Yes (So far I have tested it on every CUP map, and it appears to work just fine)

How do I lockpick a door?:
To Lockpick a door, you need to be an Engineer (Posses the Engineer Trait). If you want to assign yourself/someone as an Engineer, you can place the following line of code into the init field of the (player) slot you want it on:

this setUnitTrait ["Engineer",true];

After you have done this, you need to be within a close range of the door, look at it and press the Picklock keybinding you have configured.

How do I kick in a door:
You have to be within a close range of the door and look at it, and then press your predefined keybinding you have configured yourself.

How do I lock doors myself?:
If you have the Engineer Trait, you can Lock a door with your own chosen Keybind!

How do I lock doors in the Editor?:
You can either do that via the editor with the "Edit Terrain Object Module", or by placing a trigger over the entire map and changing/adding the following attributes:

- Set the Condition to TRUE
- Tick/Enable SERVER ONLY
- Enter the following code in the On Activation Field of the trigger:

{ _nbDoors = getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "numberOfDoors"); for "_i" from 0 to _nbDoors - 1 do { _var = format ["bis_disabled_Door_%1", _i]; _x setVariable [_var,selectRandom [0,1],true] } }forEach (nearestTerrainObjects [getpos thisTrigger,["house","building","tourism"],(triggerArea thisTrigger) select 0]);

(NOTE that this code randomizes the chance to get a locked door in the trigger area)
(Credits for this trigger go to PierreMGI)

If you have any questions regarding this mod, feel free to ask them in the comments or add me as a friend and we'll discuss it in private.


83 comentários
Scuba Steve  [autor] 19 de jan. às 13:31 
Probably, feel free to dig into the files
AwakenedEntity 18 de jan. às 22:21 
Is there a way to make modded shotguns function with the breaching?
Scuba Steve  [autor] 10 fev. 2024 às 1:15 
No idea man. Maybe a conflicting mod or doors which aren't compatible with the mod?
Fercho 8 fev. 2024 às 23:34 
I have a problem. I can't open unlocked doors with the command "open door", only with the kick. Any idea??? Regards!!!
Scuba Steve  [autor] 22 jan. 2024 às 7:11 
Maybe I'll implement something like that in the future
Apollo Densin 21 jan. 2024 às 21:10 
Is there a side mod that also has breeching charges? Or maybe tie the lockpick on engineer to an item?
Marshall 3 nov. 2023 às 11:58 
Great new update with the shotguns!
Riskaz 12 mar. 2022 às 7:24 
Sweet! Thanks
Scuba Steve  [autor] 12 mar. 2022 às 3:53 
It works for both
Riskaz 10 mar. 2022 às 20:51 
So does this work for only editor placed buildings like most other breaching mods? Or does this work for map objects as well.