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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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