"Hacking" Feature for a RP Map... Created 20 years ago2004-10-04 19:15:51 UTC by Aea Aea

Created 20 years ago2004-10-04 19:15:51 UTC by Aea Aea

Posted 20 years ago2004-10-04 19:15:51 UTC Post #64123
I recently completed version two of my cyber punk roleplay map, and I had a good idea strike me, I want to be able to have like a "hacking" room outside of all major corporations buildings, and possibly outside of most buildings for that matter, just to be able to have a managable part of roleplay where people will actually be able to get trigger happy :)

The map is for TS, so all halflife default entities will work, ts_hack is not an option because not only does it not fit the criteria, it creates other problems :(

So, here's a little overview of what I want to accomplish... The game is TS, and it's a persistant Role Play variation... which means the effect I want should be able to be repeated over... and over...

So...
<rp elements removed>
Hacker walks into security room
Hacker starts "hacking" the terminal...
(presses button)
security alert issued
Hacker continues "hacking"
(stays around the terminal)

If the hacker leaves the area, ie runs from security or get's shot, the hacking stops... If the hacker is successful access is given to the manual security overrides.. and the hacker will be able to open any door he or she wants to in the building...

Then security comes in (after breaking down the security baricade) and trys to unhack the system, this takes the same ammount of time and then access to the manual override is restricted...

Most of this is achivable... except for interupting the hacker, overwise it's basically two butons with delays and a multi manager for the cool stuff :)

If you can give me some insight and/or provide me an example, I will be grateful :)
Posted 20 years ago2004-10-05 02:55:33 UTC Post #64164
Fixed your post :)

I'd do it like this:

Four trigger_multiples bordering the hacker-leaving area in a hollow square shape, and a func_button or whatever to act as the hacking control. Have the _multiples targetting a trigger_relay, state off, and the _relay targetting the ambient_generic for the alarm sound (and any other entities for during-the-hack).

Then set the button to target another _relay, trigger state on, and set that up to target everythin' else.

Should work, if not, there're other, similar ways, and you might be able to adjust this method. You might also do well to look at SlayerA's example map, Hold-Open Door.

Hope that helps; good post b'th'way.
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.