Keycards
| Keycards | |
|---|---|
| General | |
| Type | Quick-slot item |
| Cards | 6: Alpha Card 1, Alpha Card 2, Bravo Card 1, Bravo Card 2, Charlie Card 1, Charlie Card 2 |
| Use | A one-handed use action, blocked while you are critically hurt or dead |
| Availability | |
| Price | Not sold (no shop row) |
| Unlock level | Not applicable |
| Internal name | Id.Item.KeyCard.Alpha.1 to Id.Item.KeyCard.Charlie.2 |
Keycards are six quick-slot items, two for each of the three factions. Each has a use action, but no door, reader or mission accepts one. The game’s code does contain a keycard reader (see Effects), but no map or mission places it, so the cards open nothing today.
Overview
The six cards are Alpha Card 1, Alpha Card 2, Bravo Card 1, Bravo Card 2, Charlie Card 1 and Charlie Card 2. Each card carries a faction and a card number (1 or 2). Bravo Card 1 carries the card number 2, the same as Bravo Card 2, while the Alpha and Charlie 1 cards carry number 1. The faction tags Alpha, Bravo and Charlie are the three team slots. In the spawn data they pair with Lonestar, Valkyra and Manticore (inferred; see Factions).
All six use the same held model, a generic universal tool, and the same one-handed use animation. They can be dropped as a world item. The use action cannot start while the player is critically hurt or dead.
Effects
The item records only the faction and the card number. It does not record what a card opens or what the use action changes.
The game’s code has a reader object made for these cards: a wall reader with a scanner mesh and a trigger box, which can be linked to a door and to other readers it depends on. Using a card casts a short line 1 m ahead of you; if it hits a reader, the card is sent to the server, which compares the card’s faction and its number with the ones the reader wants. The three possible results are success, wrong faction and wrong number. What a success does to the door was not read. No reader is placed in any map, mission layer or Blueprint, no door or quest names a card, and nothing derives from the reader, so none of this can happen in the current game files.
Use and timing
Using a card plays a short one-handed animation. No use time and no durability are given for it.
Cost
Keycards are not sold and have no unlock. They have no vendor row and appear in no role or mastery tree.
Season 2 changes
None found.
See also
- Halligan Bar, the tool that opens doors and locked vehicles
- Utility items
- Factions
Sources
- Items Game Feature: the six keycard rows and the use action
- Round 75 evidence: the reader in the code and the search for anything that uses it
- Item Shop: the keycard names in the entity text table
- Weapon Miscellany: the keycard animation sets
- Keycard item folder