OMG! Door traps actually WORK!

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OMG! Door traps actually WORK!

Post by Max-Violence »

Sorry if I'm late with this, but I just found out that PC-laid door traps actually WORK!!! Happy days! :D

The only problem is that, unlike a "map-laid" door trap, the side of the door is important. Therefore, if you Use a doortrap on one side of a door, and the enemy patrol/enemy PC (if yer playin MP) opens the door from the other side, the trap WILL go off, but it won't do any damage (since the actor that "tripped" the trap is on the other side of the door).

However, if you trap one side of the door, and the patrol/enemy PC opens the door from the SAME side... heeheeheeeee... *BOOM*, and the enemy patrol gets "splattered into chunks of meat."

:twisted:
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Re: OMG! Door traps actually WORK!

Post by OnTheBounce »

Good work, Max!

Now, can you tell me how to trap alarms? I tried that several times, but never got it to work. (It comes in handy in Quincy. :twisted: )

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Post by Max-Violence »

You mean in the map editor (i.e. the PCs can get blowed up) or from in-game (i.e. the PCs can trap an alarm so when some fool of an enemy tries to set off the alarm... boom...)?

Dun remember if alarms can be Trapped in the map editor, but if you want to trap an alarm in-game, I'm guessing you do the same thing as if the alarm was a door... i.e. equip the trap, then click on the trap in the PC's "hand," then click on the door/alarm/chest/crate/dead body (yes, I've tried that, and it works. "Use" a trap on a corpse and when an actor tries to loot said corpse... boom! :twisted: Also works from within ze map editor (i.e. to trap a dead body that "starts" dead, so when the PCs (or any other actor) try to loot the body... bewm...).

I'd double-check the alarm thing, but my Visual Basic programming class won't come to me, so I have to go to it :(
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Post by OnTheBounce »

Max-Violence wrote:You mean in the map editor (i.e. the PCs can get blowed up) or from in-game (i.e. the PCs can trap an alarm so when some fool of an enemy tries to set off the alarm... boom...)?
Traps can be trapped using the Map Editor. There is actually one in the game that is trapped, as a matter of fact, in Scott City (where you meet up w/what's left of an old..."friend".)

I tried trapping them in-game and always received the message "You can't do that". I always wanted the Beastlord Commander by the mayor to eat some shrapnel or ball bearings... :(
Max-V wrote:but if you want to trap an alarm in-game, I'm guessing you do the same thing as if the alarm was a...dead body (yes, I've tried that, and it works.
I never thought to trap a body...even though I'd encountered a trapped corpse in Springfield...does a "Patrol" natured actor's simulated looting set the trap off?

Guess I'm going to have to experiment a bit tonight...shit, I still need to check into the destroyable light issue, too...

Later,

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Post by Max-Violence »

If you want an enemy to loot a dead enemy's corpse, I think you have to enter the TN of the item you want to be "looted" into the alive enemy's "Item Tag:" box (right above the Taunts dropdown box) AND set the actor's Nature to "Looter." Not sure, tho. I seem to recall an enemy Super Mutant looting a fallen comrade's corpse in the core game... /forgets what mission it was. Pretty sure it was the one with the Scouter in it...

Hey, while yer testing stuff out, see what happens if you trap an alive enemy (the Trap box of an actor's entity is between Taunts and "Always friend," btw). I'm guessin' that the trap will only "go off" when the actor is killed and looted, but I wonder if it'll go off if a PC uses Steal on the Trapped actor... hmmm....

Do let the rest of us know, will you? :D
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Post by Section8 »

We tried to make traps usable on most objects to make it interesting for multiplayer. so you could drop a trauma pack, trap it, and who is going to resist the temptation? :twisted:
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Post by Max-Violence »

Yea, I kinda figured the whole Traps thing was made with MP in mind, but it's pretty handy in SP, too :D

Like in my DDCh1 map, I made a super-sweet sniper rifle (the infamous AWP), but instead of putting it in a chest or locker, I put it on a table and trapped it :twisted:
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Post by Flamescreen »

You know it would be really fun for campaigns, to get traped armors :twisted:
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Post by OnTheBounce »

Max-Violence wrote:...I made a super-sweet sniper rifle...but instead of putting it in a chest or locker, I put it on a table...
This actually brings up something I've been working on, but has nothing to do w/traps.

Players of the FO RPGs will remember that when an object was dropped on the floor there were only very basic images (the counterpart to FoT's "default" sprite aspect) that showed up. There was an ammo can for ammuntion (excepting things like Flamer Fuel and Rockets), a small white pack w/a red cross on it for chems/medical supplies and a small, brown box for most everything else. I've been using the small, plain brown box for some of the sprite's default images since there is no counterpart to them in FoT and since I'm no graphic artist I'm not especially keen on the idea of having to set up defaults by distorting them from the GUI images.

At any rate, there's an unexpected benefit to this: As we all know, if no one in the PC squad has LoS to something, but it is in PE range you get the shadowy green version of the default image displayed that doesn't yield any mouse-over text. The thing is that an experience player can easily identify what the item is. However, if you use these general default images that isn't the case. :twisted: IMHO that takes some of the "ESP" out of an otherwise very good aspect of the game.

Trap Update: I can't get the Patrollers on the map to loot! I'll post more when I know more.

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Post by Max-Violence »

Tee hee hee... whilst playing (er... playtesting) my latest effort, I had the unfortunate opportunity to see a trap backfire :(

Apparently, the placer of the doortrap can "goof up" and blow themselves up. That's not good.

There's a lesson, kiddies: Leave the trapping of doors up to the professionals :D
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Post by vVolf »

lol, yea... Max - you better leave the trapping to the professionals. On tha news there was this group of teenagers who tried to make a home-made bomb, and put it in their school. Tooooo bad for one of them, he died, an another one got seriouslt inured. They shuld have left it to the professionals.

Anyway, i aint a professional trapper in Fallout Tactics myself personally i dont like the idea of sneaking around trying not to get caught and leaving traumer packs on the ground with a beefy trap on them...I am more of a 'charge in an rip everything to peices' man.
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Post by Det0x »

is there a limit of traps you can put on one item?
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Post by TheReaper »

Well, it would seem logical that you could only put one trap on an item. You might set off the first trap while trying to set the second one...

Nowhere in the game is there something with more than one trap on, so that leads to the belief that you can't do it.
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Post by vVolf »

You could probably put 2 items down, at the same spot, and trap those. :wink:
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Post by TheReaper »

That's a possibility, assuring that the second item would set the first item's trap off that is.
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Post by vVolf »

Fine, i hate traps anyway. :x
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