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moongaming

Mechanical Traps (Bear trap, spike trap, fire trap, etc...)

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Awesome :D Can you make it attach to entities too? :p Would love to stuff it down the pants of a cop and bugger off quick :D How's THIS for exploding on death :p

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gonna try to make them attach but I don't think it is possible right now.

 

I could make it work but the explosion will be artificial and therefore won't trigger any ragdoll force (and I like those in my explosions)

 

I'll still try to make it work but A18 may have the answer for this

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Updated to version 3 !

 

Added: Proximity Mine, Claymore and remote-controlled C4

 

 

the C4 can glitch out and not trigger sometimes I will rework it next week when A18 hits.

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Sadly haven't got this mod to work properly with A18 yet but i'll release it with fewer traps if I have to.

 

giphy.gif

been working on this in the meantime

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Hope you get it working moongaming cos I love it!

 

One of the best unintentional glitches gamers came across that improved the game and became a feature (will never beat the cop behaviour that turned Race and Chase into the GTA we know today), was the skiing in Tribes: Vengeance and Tribes: Ascend series. Though the later game added jetpack to further boost speeds, and a parachute - going way back with this :D

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Hi love the mod but when i load up i get an error saying " <append xpath="/buffs/buff[@name=buffStatusCheck]"> did not apply " is this by design? thank you.

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Hixxydubz if you get this error you are probably using A18.

 

this mod is for 17.3 so far most of my traps are glitched out on A18 . and the "buffstatuscheck" has been renamed to "buffstatuscheck01" too and but it's a leftover code and shouldn't matter at all.

 

also the icons needs to be updated for A18 too.

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Hixxydubz if you get this error you are probably using A18.

 

this mod is for 17.3 so far most of my traps are glitched out on A18 . and the "buffstatuscheck" has been renamed to "buffstatuscheck01" too and but it's a leftover code and shouldn't matter at all.

 

also the icons needs to be updated for A18 too.

 

Ah makes sense, thanks for the reply, cant wait to see it updated for alpha 18, i will remove it for now then and await an update.

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Better late than never, I updated this mod to A18.

 

Had to rework every traps because the game changed the block class I used before and it didn't work anymore.

 

-Fixed spike,bear,pierce,and fire traps not triggering after being repaired

-Fixed hitboxes on most trap

-Fixed C4 not exploding sometimes (still happen but it's much better, in case of emergency just shoot a bullet on the C4)

-Added HD Icons for every items

-Increased cost of repairs for most traps

 

4fqeFzd.png

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Amazing! I love this ;)

 

Would be nice to see a secondary version of C4 that deals high block damage and only damages the block it is attached to is or atleast have a super tiny explosion radius for raiding doors or bust open safes ;)

 

Also question do the traps work with Advanced Engineering? for the Exp gain I mean

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read back and it said traps are once use then have to repair or something?

any way to make them like other traps with X durability and just reapir them? (like a dart trap or turret idk)

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hey i'm glad you guys liked it.

 

not sure for the darkness falls compatibility but it should work.

 

I'll try to make traps that last longer and a different/smaller C4 is a really nice idea too !

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hey i'm glad you guys liked it.

 

not sure for the darkness falls compatibility but it should work.

 

I'll try to make traps that last longer and a different/smaller C4 is a really nice idea too !

 

is there any way we can just simpliy edit teh XML to give durability or something? also, do players activate teh traps or only zombies/animals?

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This traps are very well done! Great work!

 

They are nice indeed but dam on a horde night it sucks having to repair the trap with a whopping 3 iron wuickly!

The floro spikes work still after shot but have 150 hp and take 25hp per shot. Cant i reduce this in XMKL?

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