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Scientist Bunker Door Locked

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  23:05:56  13 August 2010
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xDeaDManx
Senior Resident
 

 
On forum: 07/28/2008
Messages: 177
Scientist Bunker Door Locked

So this weird 'usually-clear-sky' bug came up when I was playing. After saving Kruglov and going to Yantar, the scientist bunker door is locked at all times.

Is there any way to mod it so that the door is always unlocked?

P.S. - it might be worth mentioning that I am playing SmP as Mercenaries (but I edited game_relations).
  00:38:16  14 August 2010
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
Scientist Bunker Door Locked

So this weird 'usually-clear-sky' bug came up when I was playing. After saving Kruglov and going to Yantar, the scientist bunker door is locked at all times.

Is there any way to mod it so that the door is always unlocked?

P.S. - it might be worth mentioning that I am playing SmP as Mercenaries (but I edited game_relations).
---END QUOTATION---



check to make sure no zombified around. try lobbing some grenades at the door. save and reload. thats all i can think of.
  00:51:58  14 August 2010
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
We removed the outside door and the inside one is permanently open in 2.5. Too much glitches from them.
  03:19:51  20 August 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
08/20/2010 3:38:20
Messages: 4302
The door is probably "broken" -- its scheme is not attached. The symptom is an inert door (no prompt).

If there is a prompt, you can enable the door to open.

If it is an inert door, you can bump it open. If you carry a body to do this, you might find it easier. Then you can prop it open with a box.

Sometimes Kruglov/Semenov blocks the door and keeps it from opening; you can fix that by switching him offline.

Otherwise you can either switch the doors themselves offline, or teleport yourself into the bunker.

You can walk up to an inert door and execute this code snippet from either side of the bunker passage:

elseif dik == DIK_keys.DIK_T then
	local actor_dir = actor:direction()
	local cur_pos = actor:position() --vector():set(x,y,z)
	local move_pos = vector():set(cur_pos.x + actor_dir.x * 2,
		cur_pos.y + actor_dir.y * 2, cur_pos.z + actor_dir.z * 2)
	actor:set_actor_position(move_pos)


Or you can teleport directly into the passage:

elseif dik == DIK_keys.DIK_T then
	local move_pos = vector():set(40.399467,-11.687920,-272.332031)
	actor:set_actor_position(move_pos)


From there you can push the door open.

To execute the snippet, put it into scripts\ui_main_menu.script inside the main_menu:OnKeyboard() function. Find this (vanilla; SMP is likely different):

if dik == DIK_keys.DIK_Q then
	self:OnMessageQuitWin()
end


After the self:OnMessageQuitWin() and before the end, add the code snippet. Examples:

if dik == DIK_keys.DIK_Q then
	self:OnMessageQuitWin()
elseif dik == DIK_keys.DIK_T then
	local actor_dir = actor:direction()
	local cur_pos = actor:position() --vector():set(x,y,z)
	local move_pos = vector():set(cur_pos.x + actor_dir.x * 2,
		cur_pos.y + actor_dir.y * 2, cur_pos.z + actor_dir.z * 2)
	actor:set_actor_position(move_pos)
end


or

if dik == DIK_keys.DIK_Q then
	self:OnMessageQuitWin()
elseif dik == DIK_keys.DIK_T then
	local move_pos = vector():set(40.399467,-11.687920,-272.332031)
	actor:set_actor_position(move_pos)
end


Then in the game on that level, press Esc followed by T to teleport 2 meters ahead (first example) or into the passage (second example).

Edit: Spacing tweaks.
Edit 2: Alternate approach.
  05:30:24  25 January 2015
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dksvertix
(Novice)
 
On forum: 01/25/2015
 

Message edited by:
dksvertix
01/25/2015 5:37:09
Messages: 1
Sorry for rezing old topic if that's a problem to some, but I just had to write this here as I see many complaints, but I really found no answer in Google's top first search results.

I tried some other teleporting script to get inside, since I was using Complete mod. What I found out was, that if you get a message that door is locked and it really won't automatically open, then that means you have killed somebody you should have not. Even if you port in, the scientists will be hostile to you and game will crash.

If you have Complete/ZRT mod, then it has a fix, but a very poor one, but it will get the job done.
First you need a trainer or any cheating thing that can give you A LOT of cash, or modify the script somewhere so the cost would be 0.
Then, for e.g. go to barman, ask to join a faction, then use the same menu to pay off all bounties on your head. Then join scientists faction and pay off all bounties there too. This will get it fixed. But few will still remain hostile to you. Sadly, there is no NPC resurrection function anywhere.
It's really lame that Complete/ZRT mod is purposely made so poorly to fix this issue.
  05:13:13  22 April 2015
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302

---QUOTATION---
It's really lame that Complete/ZRT mod is purposely made so poorly to fix this issue.
---END QUOTATION---


That's because it is not an issue. Maybe there is some communication problem here. And your comment that it is "purposely made so poorly to fix this issue" is false; it is not purposely made to fix anything but bugs.

As I mentioned: if the door is inert, ZRP has fixes for that. If the door shows "Locked", that's another story. As you said, you did something to make enemies of the ecologists. ZRP has a workaround for that, too, but it is not really a bug. Read the ZRP Support Utilities documentation.

Spoiler: I suspect you went to Army Warehouses first and helped Freedom enough to become a member of the Freedom faction. This bug is still present in the Complete mod that uses the older ZRP version. This is fixed in the ZRP as of 1.07.
  01:39:28  27 April 2015
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MTGunslinger
The S.T.A.L.K.E.R. Screenshot Artist
(Resident)

 

 
On forum: 10/27/2013
Messages: 200
Looks Like I was too late to help here

This is a common problem, so just know that you aren't alone.
 
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