Dr_Cox1911 Posted April 23, 2014 Share Posted April 23, 2014 The mod hasn't been updated for quite some time now, so the lockpicking might be broken :SAny chance to see you modding again? Really loved your mods (well-thought-out)? Or are you even modding right now and working on something big? Would really love to see you back RoboMat RoboMat 1 Link to comment Share on other sites More sharing options...
RoboMat Posted April 23, 2014 Author Share Posted April 23, 2014 D'Awwww thanks for the kind words Dr_Cox1911 I've not really stopped modding - I actually started working on some updates, but I usually get distracted by either university or my own projects: Tileset: http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v11 As Arnold said: "I'll be back" Dr_Cox1911 1 Link to comment Share on other sites More sharing options...
RoboMat Posted April 27, 2014 Author Share Posted April 27, 2014 Updated for Build 26 (SP) Version 1.0.0- Updated to Build 26 (only tested with SP)- Fixed doors inside of houses displayed as locked- Removed Utility-Mod dependencies (because of reasons) Dr_Cox1911 1 Link to comment Share on other sites More sharing options...
Adapt Posted April 27, 2014 Share Posted April 27, 2014 WoW, first mod for b26, great job RoboMat! Tried to test it in MP and it didn't work. Also I've noticed when I've opened door with bobby pin the sound is played a little longer than it should. So, door was opened but sound of lockpicking still playing few extra seconds. Link to comment Share on other sites More sharing options...
Suomiboi Posted April 27, 2014 Share Posted April 27, 2014 Windows can't be "humped" open anymore, so you need the crowbar to open them "nicely".Yeah, this is basically what I meant with the suggestion. Glad that you've thought of it too. Problem with both of those things was that they couldn't be changed (easily) on the lua side because they were handled via java Oh. Well let's hope RJ can and will circle around this with his awesome java skills. RoboMat 1 Link to comment Share on other sites More sharing options...
RoboMat Posted April 27, 2014 Author Share Posted April 27, 2014 Exactly! Link to comment Share on other sites More sharing options...
MonkeydoGames Posted April 29, 2014 Share Posted April 29, 2014 hooray I just properly picked a lock for the first time nice one RM and just in time before it gets hoodily winked into the base game hehe Was it intentional to leave in an auto spawn of all the items, including a broken screwdriver and crowbar? I am guessing this is from a debug code? What file would I look in to disable it. I am guessing you will be able to tell me far faster than I would ifnd it myself Link to comment Share on other sites More sharing options...
mvhnexus Posted April 30, 2014 Share Posted April 30, 2014 hooray I just properly picked a lock for the first time nice one RM and just in time before it gets hoodily winked into the base game hehe Was it intentional to leave in an auto spawn of all the items, including a broken screwdriver and crowbar? I am guessing this is from a debug code? What file would I look in to disable it. I am guessing you will be able to tell me far faster than I would ifnd it myself yes it was. he updated it to remove the debug! Link to comment Share on other sites More sharing options...
RoboMat Posted May 4, 2014 Author Share Posted May 4, 2014 Forgot to reply here What file would I look in to disable it. I am guessing you will be able to tell me far faster than I would ifnd it myself It's in the file called "Lockpicking.lua". Should be a local variable called debugItems somewhere at the top of the file. As mvhnexus said I already pushed a small update to pz-mods too Link to comment Share on other sites More sharing options...
Anark Posted May 5, 2014 Share Posted May 5, 2014 Dude, that's incredibly awesome!! It's exactly what i was looking for. Thank you for spending your time coding this mod. Link to comment Share on other sites More sharing options...
Phoenixstar117 Posted May 17, 2014 Share Posted May 17, 2014 I cannot get this mod to work. I place the folder in the .zip into the mods folder, and when I load up the game in the mods tab the list of mods is empty. This is also happening on all mods I have tried to install. I have attempted over 20 different mods and every one does not work. They simply just don't show up. Link to comment Share on other sites More sharing options...
Nelolis Posted May 18, 2014 Share Posted May 18, 2014 Do bobby pens spawn in the current version? Link to comment Share on other sites More sharing options...
NCrawler Posted July 29, 2014 Share Posted July 29, 2014 Do bobby pens spawn in the current version? It appears that they do not. I am in the process of updating the mod to Build 27. I found a couple of bugs that I will fix and will get the bobby pins spawning again, that is, if it's alright with RoboMat... Link to comment Share on other sites More sharing options...
RoboMat Posted July 29, 2014 Author Share Posted July 29, 2014 Do bobby pens spawn in the current version? It appears that they do not. I am in the process of updating the mod to Build 27. I found a couple of bugs that I will fix and will get the bobby pins spawning again, that is, if it's alright with RoboMat... Sure, go ahead Link to comment Share on other sites More sharing options...
NCrawler Posted July 29, 2014 Share Posted July 29, 2014 Do bobby pens spawn in the current version? It appears that they do not. I am in the process of updating the mod to Build 27. I found a couple of bugs that I will fix and will get the bobby pins spawning again, that is, if it's alright with RoboMat... Sure, go ahead Excellent, ok, here it is. The following things have been modified/fixed/changed:Updated version number and added an 'updatedby' local variable.Cut 4 seconds from lockpicking sound files.Disabled 'setPermaLocked(true)' when you break the lock on a window. This causes you tonot be able to climb through the window.Totally rewrote distribution method. Breakdowns are as follows: Bins, dead male zombies, desks, filing cabinets and office drawers - 2% chance to spawn Dead female zombies - 15% chance to spawn Kitchen counters - 5% chance to spawn Bathrooms - 20% chance to spawn Sheds - 5% chance to spawn Motel wardrobes - 10% chance to spawnBuild 27 compatible version can be downloaded from here: http://www.mediafire.com/download/8pcwcj1l8z1ygsc/RMLockpickingMod_v1.0.2.zip RoboMat 1 Link to comment Share on other sites More sharing options...
Wasteland Posted August 5, 2014 Share Posted August 5, 2014 There will be much bore needed thing like ability of locking doors from inside and outside with the key.Btw will it work under 28? Link to comment Share on other sites More sharing options...
956Texas Posted August 5, 2014 Share Posted August 5, 2014 Now all we need is a mod that allows you to lock your doors and prevent people from getting in your place in mp. Can you do this Robomat? ZimTown and Wasteland 2 Link to comment Share on other sites More sharing options...
ZimTown Posted November 10, 2014 Share Posted November 10, 2014 I totally agree, the logical expansion of this beautiful mod is to be able to lock doors again. Painkins 1 Link to comment Share on other sites More sharing options...
Painkins Posted November 30, 2014 Share Posted November 30, 2014 I like this idea.but on the other hand it must be possible to lock the door again. Link to comment Share on other sites More sharing options...
Majii Posted December 26, 2014 Share Posted December 26, 2014 I've been noticing an odd behavior that originally left me wondering if the modification was functioning or not since I would rarely come across a door I could pick or break the lock on. After a little debugging I've finally found an odd case. There are a number of doors that fail the isValidDoor check while being valid doors.local function isValidDoor(door) if not door then print("No valid door found."); return false; elseif door:IsOpen() then print("The door is already open."); return false; elseif not door:isLocked() then print("Door is locked... Why is this a problem?"); return false; elseif not door:getBarricade() == 0 then print("Door is barricaded. You can't get in that way."); return false; elseif not door:getSquare():getProperties():Is(IsoFlagType.exterior) then print("Door is inside of house."); return false; else return true; endendParticularly they fail atelseif not door:getSquare():getProperties():Is(IsoFlagType.exterior) thenExamples that I have come across are the motel rooms at the Sunstar in Muldraugh. They are exterior doors, but detected as interior doors. Edit: Also, two handed items have a habit of not being equipped correctly when it automatically swaps back after picking a lock. Looks like it detects the item as being in both the primary and secondary so it equips the item accordingly with it ending up in the secondary position. Link to comment Share on other sites More sharing options...
Maxunit Posted December 28, 2014 Share Posted December 28, 2014 Lockpicking works mostly with Build 30.11 so far, except that some food cannot be eaten. Like a can of dog food. I right-click it, select Eat -> All (or one of the other options) and nothing happens. Other food can be used, at least the few I tried. Would love to see a fixed version for 30.11 Really liked it to be able to break open windows and doors with the crowbar instead of only being limited to use it for smashing zombie heads. Greetz,Maxunit Link to comment Share on other sites More sharing options...
Guest Styxx42 Posted January 1, 2015 Share Posted January 1, 2015 Hmm I had bigger issues in multiplayer.I was not be able to place items or even use them out of my main inventory.,I took it out unit it gets updated.I MISS THIS MOD.I am not sure, I know I missed the Utilites mod so scratch my previous comment.Still working away at it in my 30.12 Mpserver Link to comment Share on other sites More sharing options...
Guest Styxx42 Posted March 12, 2015 Share Posted March 12, 2015 I still believe that even with the inclusion of key sand locks this mod would be very valuable.I really miss picking locks and using the crowbar.I would even like the added option to pick a lock(jimmy for lack of a better discripter) a window open.Using perhaps a butter knife to give us something to do with our cutlery. Is this now going to be abandon? I really hope it either gets updated or picked up by Indie Stone PZ Devs.So much potential. I really enjoyed playing with this either way.So THANKS for a great time with this mod. Link to comment Share on other sites More sharing options...
Vitalsine Posted March 22, 2015 Share Posted March 22, 2015 I also wish this mod worked. Would make things more interesting and allow a safer alternative to break into places. Link to comment Share on other sites More sharing options...
RoboMat Posted March 23, 2015 Author Share Posted March 23, 2015 I really enjoyed playing with this either way.So THANKS for a great time with this mod. You are welcome I won't continue the mod any time soon, but who knows what happens in the future WolfeClaw 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now