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Posted

Has anyone designed a workable crowbar for TDM? It is one of the classic, versatile thief's tools. I imagine it would work something like this:

  • unlocks assigned doors and chests like a key, but can't properly relock them;
  • (may even "ruin" the locks it is used on);
  • while in use, it sends out a loud sound stim to alert nearby AI;
  • (may double as a melee weapon).

This would make it a tool that doesn't replace lockpicks (especially if given limited access), but become useful in the TDM arsenal.

 

I wonder if someone has made a functional version, or if someone would be interested in creating one. It probably wouldn't be a large, modern version; rather, something shorter and more compact, and maybe a bit old-timey.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I am a man of badly guarded secrets.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted (edited)

Well, when the other things are done I think it would be very welcome.

However crowbars in my mind are closer to burglary rather than silent theft (for obvious reasons).

I think that if the weapon gets in-game it shouldn't be rushed but carefully tested.

 

And all of the coding is going to be a hard task too.

 

The cool concept is that a crowbar can be used to break metal safe doors with enough force applied in case you don't have lockpicks for example.

Edited by Anderson
  • Like 1

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

Posted

Sounds cool to me. I don't think it should be a standard tool, but if it's something that's in an FM time to time it's fine.

 

I think it could all be scripted, since an object frob on to a highlighted object can call or be passed to a script, right? That's all you need. The rest is cosmetics. So no code changes even needed. An interested mapper could drop it right into their pk4.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted (edited)

It is a good idea, but I don't see, why it should only apply to specific doors? Maybe a visual clue would be good, for players to determine if the crowbar is applicable or not apart from appearing as frobable or not.

Edited by Destined
Posted

I understood he meant it to apply to all doors and chests, which it should be. The only way they're special is to the mapper, which might have to use a new type of door. But the player wouldn't know the difference.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

Ok, maybe I misinterpreted that. Still, it might be good, to give clues, when the crowbar is not applicable, although I have to admit, I can't really think of one...

Posted

I feel like this should be a speed over stealth option as well. As it would be rewarding to get into a place quickly, but leave evidence of breakin. For instance, if you pry doors or break locks, could it flag the object as something suspicious? I mean it would make more sense because if a guard found a lock that was forced it should realistically make them search as well.

 

Also if we need a crowbar model in the future I'd be more than willing to model one. ;)

Modeler galore & co-authors literally everything

 

 

Posted

Creating an object that can quickly open a door is no problem. Also letting it create some noise isn't a big deal. Causing it to break the door so it cn' be locked again and flagging it so the ai notice what has happened is probably more difficult, though.

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Posted

Creating an object that can quickly open a door is no problem. Also letting it create some noise isn't a big deal. Causing it to break the door so it cn' be locked again and flagging it so the ai notice what has happened is probably more difficult, though.

 

Well, let's say the crowbar only breaks the lock but the door still closes through the door knob (like most doors after lockpicking them). I think that would be good, at least as a placeholder.

I have a safe at home that was broken with a crowbar. I don't remember what we did with the locks but what is most evident is simply the physical deformation of the object the crowbar is applied to in order to achieve the following:

a) the lock just slips through that deformation if the space is big enough and the metal is weak enough

B) the lock itself is broken (but that depends on what quality is your lock, how strong it is)

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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