Marine gadgets that give veriety to the map..
"Hudson, run a bypass"
A Hackable panel is pure USCM excitement. You want to be
able to include them in your map, to open a closed door or set off some
other event. They are actually very simple to set up. Think of them
as a ONE TIME SWITCH.
The Panel gets hacked, using the hacking device( a weapon) and an event is triggered.
If you set up the main target, which must be a door, or the
subset of a door, for example a switch, when the hack happens the
DOOR is automatically UNLOCKED. And then you can enter. Again like
most Monolith objects, there are extra command field giving you the
option to send other messages. In the example, an EXPLOSION named
explode3 will be set off at the same time. Just a simple level of
interaction.
The Hackable Lock, gives default model and skins when it
sets up, theorectically you could change these, though what is given
work well. The one thing you may have to do, is set the rotation,
depeding on which facing all you intend to place the panel.
Does it work for MP?
Unfortunately a hack Panel is coded as a one time event. It
can't be reset. Alz, considered setting up a series of hidden panels,
that would be made available as a MP game proceeded, and it could
work, but since it is not hard coded eventually the system could
potentially break. It will be good to see some sort of PANELS in MP
games.
I've included alz comments in this regard here for you to read.
The GameStartPoint has a field at the very bottom called
something like "MP COMMAND". Anything put in this field (on any
startpoint, it doesn't have to be a "used" one, just in the level) will
be triggered at the start of a new round. (Remembering that vanilla DM
and TDM don't have rounds)
Make a trigger, call it something like "nextround". In the
MP COMMAND field (put it on any one gamestartpoint) put "msg nextround
trigger".
On the actual trigger, put in whatever you want, like:
msg doohickey (hidden 0); msg spawn-alien TRIGGER;
And you basically reset everything at the start of each MP
round. Unfortunately, that's the bad thing. Hackable Locks and
Torchable Locks are one-time events. There is no code supporting them
post-use.
So, you only get to use them one time, I (alz)once worked
out this complicated way of having X number of locks in a level that
each become unhidden during the next round, but even that didn't work.
How would you know if the previous one was torched? Even adding a
hundred hidden locks would break down if someone played it 101 times.
You can weld a lock and it stays there for the next round -- but that's not really a feature.
Hackable objects turning back on is very different. Hackable
objects were created more for the SP storyline, where there are no
rounds.
Have a respawning Hack-time pickup lets people get the pick
up after some else already has. Before, once you picked it up, that was
it. Only one guy could ever have it during the whole match -- because it
wasn't allowed to respawn. It was a simple fix to respawn the hack
pickup by modifying some attributes.
Fixing the hackable and torchable objects would require
engineering time, which I can't see FOX seeing important enough to
schedule.