How do you trap a door?

Question

First time out of the vault
Ive tried using dynamites/c4 on a door,arming them then using them,using the traps skill,putting it in a slot and using it from there........does nothing?What gives?
 
If you're trying to disarm a trap/door then maybe you are failing the disarm rolls, your trap skill might not be high enough for the door. A script attached to the door does this:

Traps_Roll:=roll_vs_skill(source_obj,SKILL_TRAPS,Trap_Bonus);

Its like the good old pen and paper D20 dice rolling. The traps roll is a die roll modified by your traps skill, and any bonus set for the trap. If you fail the roll, nothing happens.

Most doors should be destroyed by dynamite, but there are a few that won't be. Maybe this is one of them.
 
That's what I thought initially but I thought .... no he can't be wanting to do that, can he? If so, thats right you can't trap a door (in game play). Scripts trap doors. The scripts are attached to doors in the mapper. There are a number of different locking/trapping scripts in \mapper2\scripts\generic

What would be the point of trapping a door in game anyways? To damage critters that try to walk through it? I haven't seen that work, but it would technically be possible to add this feature to the game. Another good one would be remote detonation.

Trap skill is basically useless in fallout.
 
dude_obj said:
What would be the point of trapping a door in game anyways? To damage critters that try to walk through it?

Presumably. I know many doors have script remnants for this which will often crash the game if you do try to trap them. Same thing for Bishop's safe, which I think "should" be trappable only the engine somehow can't handle it.
 
Oh,i sorta remember that i read somewhere that you can trap a door....pity you cant.Would have been nice tatical options.
 
Actually, the game would also have been tactically better if you could command a squad too, and maybe have updated graphics with an inaccurate premise for a certain organization from Fallout 1. :wink:
 
Shadowbird said:
Did he just say tactical? Uh oh... :look:

Nope, he said tatical. I too remember reading somewhere that you could put traps ON a door, and Per's research seems to confirm this. "Tatics" aside, I wonder why it was removed from the game? Anyone know?
 
Lord 342 said:
"Tatics" aside, I wonder why it was removed from the game? Anyone know?

My guess is that they found it crashed the game, didn't know exactly why, and didn't consider the matter worth pursuing as time was running out. They put this in the readme:

(3.2) TRAPS
---------------------------
You can not use explosives to trap doors, etc. You can destroy most
doors by placing explosives in front of the door, but they can not be
rigged with explosives.
 
Per said:
I know many doors have script remnants for this which will often crash the game if you do try to trap them. Same thing for Bishop's safe, which I think "should" be trappable only the engine somehow can't handle it.

Interesting! Looking at bishop's safe code (NIMRBSF.SSL), if you use an explosive on the safe:
if ((obj_pid(obj_being_used_with) == PID_DYNAMITE) or (obj_pid(obj_being_used_with) == PID_PLASTIC_EXPLOSIVES)) then begin

Roll on traps skill
the_roll := roll_vs_skill(dude_obj,SKILL_TRAPS,-10);

Skipping to a successful roll:
end else if (is_success(the_roll)) then begin
set_local_var(LVAR_Trap_Type, obj_pid(obj_being_used_with));
destroy_object(obj_being_used_with); // destroy the explosive
set_boomw(boomw_none); // set a GVAR
display_mstr(280); // There is no message 280!

The call to set the gvar indicating the safe is trapped, they changed it to set it to boomw_none (no trap), when it really should be setting it to boomw_trapped, which is not implemented ....

I'll try implementing the trap part that was removed a bit later. Per, do you know of specific other doors or containers that have half baked trapping code?
 
I don't have the mapper scripts here, but you should find the Set_Trap subroutine in most door scripts. What they do is something like this:

Code:
if (mechanical lock) then
    check if player used ordinary lockpicks
else if (electronic lock) then
    check if player used electronic lockpicks
else if (used crowbar) then
    pry_door
else if (used explosives) then
    set_trap

All lockable doors are either electronic or non-electronic, so you can figure out the rest. The few doors that can be pried open (Vault City vault, NCR casino) have special cases for this. Since the set_trap routine never gets called, I have assumed it's something to do with the engine that using Dynamite on doors crashes the game (although I cannot swear that's what actually happens, but it's what I seem to remember).
 
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