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

  • DanW added a new version:

    Quote
    • Updated for SPT 3.10.0
    • Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out

Participate now!

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