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Old 11-22-2007, 03:07 PM   #1 (permalink)
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Default Keyless camps?[SOLVED]

I searched around some, but I didnt find the answer. I have killed a couple camps orc camp ratman camp, etc.

None of the mobs drop keys to the cage or chest, is this normal?

Last edited by shade_00; 11-29-2007 at 12:34 PM.
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Old 11-22-2007, 09:04 PM   #2 (permalink)
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I have found a few other posts, and it makes me wonder if I am not correctly understanding how the camp actually works.
I seen this in the ratcamp.cs
Code:
			MetalChest chest = new MetalChest();

			chest.ItemID = 0xE7C;
			chest.DropItem( new Key( KeyType.Iron, gate.KeyValue ) );

			TreasureMapChest.Fill( chest, 2 );

			AddItem( chest, 4, 4, 0 );
Which makes me think that only the chest contains a key to open the gate to the prisoner and I need to lockpick the chest to get it? Meaning that the MOBS do not drop any keys at all. Is this correct?


Oh, and on a side note, when I did find out how much to took to lockpick it I picked the lock and then it would not let me pick anything up. I had to steal it. Which didnt seem right to me.
It is the same issue in this thread, which didnt get an answer
Camp Chests ??

Last edited by shade_00; 11-23-2007 at 11:46 AM.
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Old 11-23-2007, 11:58 AM   #3 (permalink)
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Just to update, I guess this is bugged. Although I am not able to confirm it or find the issue. I did mod the scripts to make one of the mobs drop a key for the chest. This worked as expected. I was able to open the chest just fine. I was still unable to pick up any items from the chest. They have to be stolen. Which is the issue I can't seem to figure out.

UPDATE 11/26/07:
I was reading on another website about lockpicking, and something they wrote struck me as maybe related to this issue.
Locked chests in town are set so you have to steal from them after you pick the lock. Where as the chests in dungeons are not like that. I am wondering where this property gets set. Can anyone offer any clues
---------
Also, I changed the chest type in the ratcamp.cs file so it spawned a completely different chest. This worked, but it also still spawned a static metal chest, I am not sure where this is being set, and how to stop it from happening. It still acts like a town chest(cant pick up items)too.
This is the snippet of code that adds the chest, I am still trying to figure out what the other vars are in there.
Code:
AddItem( chest, 4, 4, 0 );

Last edited by shade_00; 11-26-2007 at 11:29 PM.
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Old 11-27-2007, 12:52 AM   #4 (permalink)
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OK I have a fix. This works for me, tell me if I am off base. I was checking out the props of the chest and noticed the LiftOverride attribute was set to false. I set this to true and I was able to get items out of the chest!

So find this in the ratcamp.cs and orccamp.cs files
Code:
chest.ItemID = 0xE7C;
			chest.DropItem( new Key( KeyType.Iron, gate.KeyValue ) );
And add this line after it
Code:
chest.LiftOverride = true;
Now you can pick up the items once you pick the lock. I chose not to drop a key on these, they seem to spawn good treasure, so I am leaving it at lockpick only.
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Old 12-01-2007, 04:26 AM   #5 (permalink)
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You are correct to add the

chest.LiftOverride = true;

I had another problem with the camp that showed up just now and then.

Because the Camp Multi has a chest in the art, and adding another chest with the loot in the same spot, occasionally, the chest you see is the one from the Multi art and it is not the one that can be opened. Players would PM me that they had GM lockpicking and could not open the chest. What I ended up doing was setting the loot chest on top of the Multi art chest.

change this:

AddItem( chest, 4, 4, 0 );

to this:

AddItem( chest, 4, 4, 4 );

This shows up as 2 stacked chests. The top one is the loot chest.
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