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Risewild
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MZ wall terminals explode when hit

Mothership Zeta "terminals" (the ones we can use to open doors, rig to explode on proximity, explode turrets) can be shot or hit and they will explode so if you throw a grenade to an enemy near one of those you will forever be unable to open a door for example since the door "knob" just blew up.

Category: 

Bug report

Component: 

Other

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.6

Reporter: 

Risewild

Created: 

Mon, 08/11/2014 - 18:30

Updated: 

Tue, 08/26/2014 - 19:28
Edited by: TJ on 08/26/2014 - 19:28
Gribbleshnibit8
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Looking at the script on

Looking at the script on these things. The object has a destruction stage with a health of 50, so you can shoot or blow them up or whatever. There's an unlock section, and the overload section. When overloaded the script places a mine projectile with the same mesh at the terminal, disables itself, and leaves the proximity mine behind. That option does not appear to have anything that will open the door in it :\

As far as the destruction of them, the script handles that by saying if it is in destruction stage, to activate the door ref to unlock, then open. If that doesn't work, idk what's wrong.

Associated script: DLC05AlienDoorControlSCRIPT

Risewild
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Well the way it works in

Well the way it works in vanilla FO3 MZ is:

  • some terminals have the option: Unlock Door - It opens the locked door (of course)
  • Rig terminal to explode on proximity (or something) - and like you said, it places a fake terminal that is a mine that explodes once enemies or characters (including the PC) go close. This option does not open or unlock the door, so unless the player unlocks the door first, there is no way to go inside the room without cheating.
  • And other terminals have the option: Overload Turrets (or something) which makes the turrets explode.

The problem here is that the terminals explode when being hit, and in vanilla FO3 MZ they do not explode when being hit, the only way of destroying it is thru the option on the terminal to rig it to explode.

Gribbleshnibit8
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I do confirm that destruction

I do confirm that destruction of a terminal locks you out of the room. I'm going to guess it's because the script that should unlock it stops running when the object is destroyed. I propose two solutions

  1. I attempt to make some form of scripted "destroy this object" that will take a certain amount of damage and then destroy it
  2. Just remove the damage to destroy aspect. It takes 50 DMG, which is 3 shots with a 10mm pistol to destroy any terminal, which can net you access to a hard locked area with no need for a skill check.

 

Gribbleshnibit8
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As far as I can tell, all of

As far as I can tell, all of the terminals that control locked doors are for access to non-essential areas that simply contain extra items or drones or things. Nothing important to the story. Roy tested this in FO3 and was locked out of those rooms. To this end I propose that we consider this not broken, but simply the way it was intended to be.

To make things fair enough for the player, I have upped the damage necessary to destroy the terminals to 250, which is enough to help avoid accidental destruction, though once destroyed you're still locked out.

This fix will be uploaded in the combined MZ fix on the SVN that addresses this issue as well.

Risewild
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Thanks Gribble, my bug report

Thanks Gribble, my bug report was wrong because I thought that the terminals in vanilla didn't explode when hit or shoot at, but I just reinstalled Fallout 3 now (since for some reason it stopped working) and I could check and yes, they will explode when hit, but it seems like they are a but more sturdy in FO3 that in TTW, so thank you for the fixes .

TJ
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Fix is uploaded, just needs

Fix is uploaded, just needs merged into RC.

Issue changes: 

Status: Needs Playtesting » Closed (merged)
Issue summary: Old » New