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 Trickster Security v1.5 - SK-PRR 'Tricky Wall' 
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Joined: Sun Oct 29, 2006 4:26 am
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Traikilla wrote:
Does anyone know if it will be possible to make door switches when LUA is implemented? I mean, then it would be possible to set such traps off by remote control, right? :D


Well, this is actually among the things I'm working on currently. It's certainly not a perfect implementation, but it should turn some heads.


Wed Aug 13, 2008 6:56 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
"My head is in constant turning"


Wed Aug 13, 2008 7:39 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
These are pretty damn awesome.
I like that the gauntlet cleans up after itself.


Wed Aug 13, 2008 7:43 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Djinn wrote:
Krumbs wrote:
That just lets the enemies in...

But it's still cool :grin:


Uh, it totally should not let the enemies in. What do you mean?


Well the whole point is security, and this lets them right in.


Wed Aug 13, 2008 8:01 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
It's a door krumbs, doors only open for members of your allied team.


Wed Aug 13, 2008 8:04 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Krumbs wrote:
Well the whole point is security, and this lets them right in.


Didja... try it? Most of the time, the AI doesn't even realize it isn't a wall and takes pains to walk around it. Even if that doesn't happen, the enemy still can't get through it.


Wed Aug 13, 2008 8:07 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
I did have a comment on that; it'd be nice if the modules ere not so invincible, at least the false wall. But given their nature I can see why that's not always feasible.


Wed Aug 13, 2008 8:22 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Dal wrote:
I did have a comment on that; it'd be nice if the modules ere not so invincible, at least the false wall. But given their nature I can see why that's not always feasible.


It's more feasible than you think, but I'm pretty much pumping out concepts at this point. The false wall may very well end up being invulnerable due to its passive nature and due to the fact that in using it you are also not able to hurt the enemy, but I'll experiment. Everything else so far, though, will likely end up being destructible.


Wed Aug 13, 2008 8:32 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Well i did everthing right..install de mods bla bla bla
then I start the game but the traps didn't show :(


Wed Aug 13, 2008 8:40 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
XneoX wrote:
Well i did everthing right..install de mods bla bla bla
then I start the game but the traps didn't show :(

Add .rte to the end of each folder.


Wed Aug 13, 2008 8:42 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Look my folder is like that

Arrow.rte


Wed Aug 13, 2008 8:46 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
So they are not under bunker modules in the bottom?


Wed Aug 13, 2008 9:43 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Djinn: XneoX did have a good idea in his (somewhat unnecessary) thread in mod making; could you use the wall code to only trigger on enemy actors and create a proper trap door (or trap room)?


Wed Aug 13, 2008 9:52 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
haha, one day I'd like to see a trap room :D
Maybe one which closes the enemies in and fires either machine guns from small holes in the walls or crushes the enemy as the ceiling comes down...

Heey, a crusher with the basics of the gauntlet would be pretty neat
I've added a quick sketch of it, the crusher is a solid piece that is currently marked with red. Those upper thingys are just meant so that the "door" would close sooner behind the enemy and would remain closed when the crusher is at the other end of the corridor (crushing)
If the "wards" would be longer than they are on the picture (so that when the crusher is in standby, the end of the ward would be just next to the right edge of the entrance) then any movement of the crusher will immediately close the enemy in, which is good :grin:


Wed Aug 13, 2008 10:20 pm
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Post Re: Trickster Security v1.5 - SK-PRR 'Tricky Wall'
Grif made a crusher long time ago, but I that was based on an ACRocket.
I like your idea how it also blocks the opening like that, so it has a better chance of trapping the enemy.


Wed Aug 13, 2008 10:37 pm
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