I’m working on a lock and lockpicking system, that can be implemented to any Actor by adding this component to it.
So… How does it works?
Very simple. You need to add one of Lock components to an actor, setup some variables and call “Open Lock” function on your “Interact” even (wich can be Interface, custom event, function, or whatever you use to make item interation).[/td]
There are some types of lockpicking. Rotation (Fallout/TES) and couple of PinPressing types (see the video below).
Ofcource, there is a way to simply open lock, if you have a key (Call “Open Lock” with “Lockpick” set to false).
There is also 3D lockpicking visualization, like Fallout has (there is 2D visualization, i guess, but anyway…), so player can clearly see, what is he doing, and you do not have to redraw animation… Simply change my models/materials to yours.
List of lockpicking minigames:
- Rotation Lock: You should find right place for a lockpick, so you could rotate your lock.
- PinPressing Lock: Component has base Pin Pressing logic. It also have functions, that determites if all pins are in correct place (shear line). Does not have opening logic, as this is a master component for the rest types of Pin Pressing minigamess. But if you turn off “Return pins”, you can still complete this minigame.
- Pin Lining Up: Child from Pin Pressing, so it already has all the logic it needs, but in addition, has timers, that will return pins after some time.
- Realistic: In this minigame you will have to find correct tension, so pins wont move back and player will be able to line pins up.
So… Looking for your opinions. Will it be helpful or not? And wich price would you pay for it, if u need it?