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Mindbug
Joined: Sun Oct 29, 2006 7:17 pm Posts: 50
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Need Trap Module Ideas
NO MORE IDEAS PLEASE! I stopped working on this some time ago... Got boring and got no post.
Last edited by Mindbug on Wed Aug 29, 2007 7:47 pm, edited 1 time in total.
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Wed Aug 01, 2007 8:54 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Need Trap Module Ideas
hmm.... I think you should make a dropship thruster built into a wall
_|*|_ _____
Something like that (the star being the thruster). Maybe with a hole or something below the thruster.
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Thu Aug 02, 2007 7:35 pm |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: Need Trap Module Ideas
How bout mines?
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Thu Aug 02, 2007 7:36 pm |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Need Trap Module Ideas
Heh, flame traps . Good idea, make it !
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Thu Aug 02, 2007 8:37 pm |
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Mindbug
Joined: Sun Oct 29, 2006 7:17 pm Posts: 50
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Re: Need Trap Module Ideas
Ok i have been trying to make the flame trap (Being an actor with pin strenght and no legs with gun) but i have a problem: I can't find ANY code to put objects ingame! I can put the guy in manualy into my incasing, but i cant get him to "go with" the terrain objects. I have looked in the base.rte code about how they put a brain and an brain vault into one object. In the module code i found this Code: AddTerrainObject = TerrainObject InstanceName = Brain Vault AddToGroup = Bunker Modules // Foreground color bitmap FGColorFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultFG.bmp // Material bitmap MaterialFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultMat.bmp // Background color bitmap BGColorFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultBG.bmp BitmapOffset = Vector X = -146 Y = -93 // AddChildObject = Actor // CopyOf = Brain Case // Pos = In this code, it just puts the brainvault in as an terrain object with nothing. The closest i get is the commented code in the bottom. I used that, but it didn't work. It didnt say "Can't match property". It launched normally, but with no change. The thing i didn't use was pos. I guessed it was Position, but i couldnt find out if it was a number or word i should give it. So the result: Is there anybody with an idea or an answer to this? Or probably an "Dictonary" of all the code that is useable? I can't seem to find it.
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Thu Aug 02, 2007 11:01 pm |
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AtomicTroop
Joined: Fri Mar 16, 2007 1:28 pm Posts: 328 Location: Finland
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Re: Need Trap Module Ideas
[sarcasm]Maybe it didnt work because of those slashes...[/sarcasm]
Man... seriously.
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Fri Aug 03, 2007 12:15 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Need Trap Module Ideas
That code doesn't work yet.
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Fri Aug 03, 2007 1:08 am |
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Mindbug
Joined: Sun Oct 29, 2006 7:17 pm Posts: 50
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Re: Need Trap Module Ideas
AtomicTroop wrote: [sarcasm]Maybe it didnt work because of those slashes...[/sarcasm]
Man... seriously. Uhm, did you read my post? Or just look at the code? Also alenth, dosen't work? But how can he put the brain actor in the brainvault object? I can't find the code anywhere!
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Fri Aug 03, 2007 10:56 am |
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Alexw123
Joined: Sat May 19, 2007 1:57 pm Posts: 1
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Re: Need Trap Module Ideas
Maybe something that encases the clone in concrete if they step on it
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Sun Aug 26, 2007 6:48 am |
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AquaGeneral
Joined: Sun Jan 28, 2007 4:56 am Posts: 214 Location: Australia, Queensland
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Re: Need Trap Module Ideas
A trap that makes a large weight fall on a clone? If the touch a certain area it causes a heavy weight hanging up to colapse on a actor.
This is a pretty complicated idea, plus I do not even know if it is possible.
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Sun Aug 26, 2007 7:11 am |
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Demented
Joined: Fri Jun 15, 2007 7:19 am Posts: 94
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Re: Need Trap Module Ideas
Mindbug wrote: Also alenth, dosen't work? But how can he put the brain actor in the brainvault object? I can't find the code anywhere! It's hard coded and can't be altered. Maybe next build.
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Sun Aug 26, 2007 7:43 am |
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Sithlordz
Joined: Thu May 03, 2007 4:38 pm Posts: 121 Location: I am nowhere, yet everywhere.. (Including behind you)
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Re: Need Trap Module Ideas
Mines would be good. Also, a giant pair of hands that reaches out of the earth to grab actors above it and smashes them! (Although the chances of that actually being possible are 0.000000000001%, but it'd rock if it was)
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Sun Aug 26, 2007 2:36 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Need Trap Module Ideas
A floor that disentgrates a bit when touched, spewing negative mass particles up, drawing the enemy to a grisly fate. Also, on ceilings! Maybe even spikes that emmited those...!
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Mon Aug 27, 2007 5:10 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Need Trap Module Ideas
Falling spike traps.
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Mon Aug 27, 2007 6:06 am |
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poudidi
Joined: Tue Aug 07, 2007 3:23 pm Posts: 36 Location: IN YOUR...What ?
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Re: Need Trap Module Ideas
Fake floor (Already exist) With a bath of acid. Looks quite unmakable...
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Mon Aug 27, 2007 12:43 pm |
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