Difference between revisions of "Lock"

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[[Lock]]s come in two types: [[building lock]]s and [[vehicle lock]]s. Both serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside.
 
[[Lock]]s come in two types: [[building lock]]s and [[vehicle lock]]s. Both serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside.
  
Used to keep thieves out, or criminals inside, building locks are an essential thing in maintaining power in your location.
 
 
Building locks can only be made out of [[iron]], and require a [[screwdriver]] to make. One building lock requires 200 [[Gram|grams]] of [[iron]], and takes 1.5 days to make. You must be inside the chosen building to add a lock to it.
 
 
When the building lock is finished, the [[key]] to it will go to the project initiator's [[inventory]]. A [[key]] can be copied, with the use of 10 [[gram]]s of [[iron]] and a [[file]]
 
 
A locked building door cannot be passed without either the right [[key]], or a successful lock-breaking attempt with a [[crowbar]].
 
 
Please also note that this reference is in regards to a Building Lock, and not a [[vehicle lock]].
 
 
==Keys==
 
 
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of [[iron]] - a file is needed to work on the project.
 
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of [[iron]] - a file is needed to work on the project.
  
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==Destroying locks==
 
==Destroying locks==
 
Locks can be destroyed with a [[screwdriver]] and [[crowbar]]. The lock must be open, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.
 
Locks can be destroyed with a [[screwdriver]] and [[crowbar]]. The lock must be open, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.
 
==See also==
 
*[[Building lock]]
 
*[[Vehicle lock]]
 

Revision as of 03:06, 1 April 2006

Locks come in two types: building locks and vehicle locks. Both serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside.

When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of iron - a file is needed to work on the project.

Picking locks

Lockpicking is done using a crowbar. It can be started from outside or inside a locked room or vehicle. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.

Destroying locks

Locks can be destroyed with a screwdriver and crowbar. The lock must be open, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.