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Traps Incorporated 1.1 [Bunker Systems Modding Theme Winner] http://45.55.195.193/viewtopic.php?f=61&t=20892 |
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Author: | mail2345 [ Sat Dec 25, 2010 11:29 pm ] |
Post subject: | Traps Incorporated 1.1 [Bunker Systems Modding Theme Winner] |
Tired of lacking an adequate second defense mechanism? Waiting for emergency reinforcements to drop in? Worried about replenishing your base? Worry no longer! With TrapCo's highly advanced trap systems, you can have the peace of mind, without the cost of an expensive unit load-out. We have several wings for different trap classes. However, due to your remote location, we are only able to ship a limited subset of our traps to you. Listing available traps for $PLANET_NAME: Attachment:
File comment: Traps Incorporated item catalog for $PLANET_NAME. TrapCo.rte.zip [1.73 MiB] Downloaded 2369 times Electronics Wing: Thanks to our recent purchase of SSC Electronics, we now can use advanced hijacking methods, as well as enjoy improved electrical systems. Accelerator: A combination of a modified teleporter and conveyor, this thing will rapidly accelerate large objects, allowing you to smash your enemies into each other, or simply into a wall. Fake Brain: This brain case emits a signal that pretends to be the real brain. It's also loaded with some "nanite toxin". Rest assured, it works against everything but your own units. Scrambler: This holoterminal can overwhelm a unit's visual data transmission, scrambling the map data of the controller. Only works on locally controlled units. Jammer: We have engineered a new radio blocking material that's just as strong as normal tunnels, allowing us to create this otherwise normal tunnel that blocks control signals. Also, due to the need of an active jammer to increase effectiveness, the light has been replaced. Explosives Wing: Explosive traps, for the customer who wants reliability. Nuclear Failsafe: A powerful neutron pulse weapon disguised as a safe. This activates once, destroying the safe. The weapon can be activated either manually, or automatically on destruction. Bombcrete: A potent proximity mine, disguised as a concrete block. Also available as Sand/Snow Traps and fake plants. DigBlock: Excellent for dealing with pesky diggers, these are blocks of dirt LOADED with small explosives. Guaranteed to stop those nasty tunnelers. Available for all soil types. Fuel Door: An otherwise normal door using liquid explosives instead of normal TradeStar hydraulic oil. Makes it a bit weaker, but excellent for delaying enemies. General Wing: Traps that just don't fit into any of the other wings. These are still just as potent as the specialized traps. Cutting Spikes: These are metal poles with hidden extending spikes, designed to remove limbs in a gory and effective manner. The classic Knee Cutter model in action. The Head Cutter variant. Our latest model, now with extra dark sparkle magic - The Flaying Spike. Designed to strip an enemy armor and limbless, as well as helpless. Fire Demon: An updated version of the classic "Sealed Evil in a Can", this is sure to light up your enemies. Upon release, the fire demon will summon fire rains, and begin to suck the souls of every non-brain actor on the map, turning them into Fire Skeletons, and thanks to advances in Psi Manipulation, these servants obey YOU. Comes in two editions, a cheaper Trial edition, and a more expensive Full edition. Download access to all of these items right here: Attachment:
File comment: Traps Incorporated item catalog for $PLANET_NAME. TrapCo.rte.zip [1.73 MiB] Downloaded 2369 times Attachment:
File comment: Patch for compatibility with older neural interfaces. TrapCoB23.zip [2.65 KiB] Downloaded 697 times Important notes: Technical: The Fake Brain has been extensively tested, however in spite of constant testing, there remain a few issues with use of multiple Fake Brains, including:
* Radio feedback on destruction, resulting in destruction of real brain * Interface crash destruction(mostly eliminated) * Shrunken genitalia The "CastMO" proximity detection system used in our Bombcrete and Knee Cutter series has been known to cause interface slowdowns if overused. The detection loop in our Accelerator, Jammer and Scrambler has also been known to cause interface slowdown if used in excess. However, the passive construction of DigBlock and the Fuel Door allows for effectively zero slowdown. The fires started by the Fire Demon trap can cause interface slowdown on slower interfaces, due to heat forcing circuitry slowdown. Release Notes: V1: Release V1.1: MP3 dependency fixed. V1.1[B23]: B23 patch released. Due to incompatabilities with older neural interfaces, the scrambler is removed. Credits: DRL Dev team, especially Data - Making Cortex Command, especially Base.rte, which we used for trap designs Abdul Alhazred - Lua API doc backups were really helpful Daldrez - Designed our company logo Gotcha! - External design of our Nuclear Failsafe CaveCricket48 - Hunter Bot AI code for Fire Skeleton, as well as revealing FoW code, critical for our Scrambler Freesound.org - Two of the sounds for our systems, file name contains ID Sean Mirrsen - For his Inventory code find Mehman - Designed the radiation system used in our Nuclear Failsafe, and in the nanotoxin. Roast Veg - His idea of bombcrete led to the DigBlock series, as well as bombcrete and sand/snow traps. My brother - MP beta testing. The entire modding community - For providing excellent design examples and such Anyone else that we may have forgotten to mention - Whatever they did |
Author: | mail2345 [ Sat Dec 25, 2010 11:48 pm ] |
Post subject: | Re: Traps Incorparted V1.1 [Modding Theme Entry: Bunker Systems] |
Whoops. Fixed, sorry about that. OP updated. |
Author: | bt321 [ Sat Dec 25, 2010 11:57 pm ] |
Post subject: | Re: Traps Incorparted V1.1 [Modding Theme Entry: Bunker Systems] |
The first few looked kinda...well, unoriginal, but you really impressed me after the first 2-3 I particularly like the exploding dirt, can be useful (and lolzy) in multiplayer also. Good work! |
Author: | LeonXross [ Sun Dec 26, 2010 1:41 am ] |
Post subject: | Re: Traps Incorparted V1.1 [Modding Theme Entry: Bunker Systems] |
No joke, these are genius ideas. I just might forget which ones are fake too lol. |
Author: | purple100 [ Sun Dec 26, 2010 2:49 am ] |
Post subject: | Re: Traps Incorparted V1.1 [Modding Theme Entry: Bunker Systems] |
Wow. This is awesome. High-quality traps that WORK. I'm definitely playing with these now. |
Author: | The-Cod [ Mon Dec 27, 2010 2:12 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
does this work for B23 or B24?? That can be a problem for some ppl. |
Author: | Lizardheim [ Mon Dec 27, 2010 2:19 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Well ratatat, wouldn't it be normal to assume that all mods released after a new build is for that build unless stated otherwise? There aren't any major changes between B23 and B24, so my guess is on both. |
Author: | mail2345 [ Mon Dec 27, 2010 2:29 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
I think I used HUDVisible at some point(which is only in B24+), but just change that to CharHeight, and it SHOULD work. Anyway, besides that little MP3 mixup, it's good to know that everything is working. |
Author: | Lizardheim [ Mon Dec 27, 2010 2:42 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Oh wait, scrambler, shouldn't that make it B24 only? |
Author: | mail2345 [ Mon Dec 27, 2010 3:27 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Also that, and unfortunately there is no way to port it(requires FoW). |
Author: | The-Cod [ Mon Dec 27, 2010 4:17 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
uggg so b24 only. Personnaly i dont like B24 cause skirmishes always crash for me. |
Author: | mail2345 [ Mon Dec 27, 2010 4:21 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Only the scrambler. See OP for a patch. |
Author: | The-Cod [ Mon Dec 27, 2010 6:43 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
thanks. |
Author: | Asklar [ Sat Jan 08, 2011 7:04 am ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Wow! This traps just blew my mind of... well, 23 of them, to be exact. The DirtBlock is AWESOME! Apart from being original it works perfectly. And killed 12-15 of my brains because of bad positioning (Who would knew those explosions could go through the concrete of a brain vault? ) Keep modding! |
Author: | ludsoe [ Mon Jan 24, 2011 3:15 pm ] |
Post subject: | Re: Traps Incorporated 1.1 [Modding Theme Entry: Bunker Systems] |
Do a acid tank do a acid tank!!!!!! With tractor beam for trap goodness. |
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