Open Sesame

  • DanW added a new file:

  • DanW added a new version:

    Quote

    Added ability to remotely turn on the power switch for doors that require power to be unlocked.

  • DanW added a new version:

    Quote
    • Rewrote patches to make it easier to add more actions in the future
    • All interactive objects can now be unlocked including keycard doors, safes, cash registers, and trunks
    • Added a "Do Nothing" action so you're less likely to accidentally unlock things. This can be disabled in the Configuration Manager.
    • Added a Configuration Manager option to prevent any actions from being added to menus (effectively disabling this mod)
    • Lots of refactoring
  • DanW added a new version:

    Quote
    • Added localization support
    • Added English and Chinese translations
    • Lots of refactoring


    If you would like to help me include other languages, please post a comment with the locale ID in Aki_Data\Server\database\locales\global and translations for:

    • "Do Nothing"
    • "Open Sesame"
    • "Turn On Power"
  • DanW added a new version:

    Quote
    • Improved code for fallback back to the default locale (English) if translations don't exist for the selected one
    • Added Spanish and Portuguese translations


    Thanks to NaNZinho and Skabio for the translations!

  • DanW added a new version:

    Quote
    • Reorganized F12 menu options into two sets of flags
    • Separated "Unlock Door" and "Turn On Power" actions into separate options that can be enabled in the F12 menu
  • Good mod if it evolves into "open door with grenade", "open-door-then-close-after-1sec-delay", "open-then-grenade-then-close-again" actions


    Power on and keyless opening is a good thing... to develop. Otherwise it breaks the idea of Tarkov doors, making Tarkov un-Tarkov.


    The "cheat-like" feature can be solved with FreeCamMod without opening doors...

  • I created this as a developer tool for the following purposes:

    • Getting the key ID's needed to unlock doors
    • Unlocking doors to allow bots to walk inside initially locked rooms

    It's not intended to be used during normal gameplay.

  • Thanks.


    It would be great to have more debuggers.


    For example, bot aiming, bot movement, especially with SAIN installed.


    Bot aiming would be great to fix by drawing a sphere with volume of x1 the height of the person (for scattering and recoil values), which changes the radius/size at runtime. For movement its about reducing speed of calculation doing 1 task per 100 frames instead of 100 tasks per frame...


    I can't debug my changes, but changing some parameters by 0.001-2 points makes sleeping dogs aiming absolutely perfect and backwards. Just because EFT/SAIN parameters is not scaled and non well explained what is "0.0001" and what is "10000.0"


    Instead - am trying to observe parameters that fix bot enhanced movement feelings of the player position but still cant find it.


    They move like their own direction but, once installed `DynamicMaps` i can see that this calculated path is always ending with my position, closer, closer and closer. Its not a random, but the point that enemies walk to ambush when i start to reloading or something. Its not about skill, its just a `fighting-vs-cheater` gameplay

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!