xxx73 Posted December 2, 2020 Share Posted December 2, 2020 Back in A15 or A16 there was a mod that had a catapult trap that launched zombies high into the air, maybe from Valmar. I really miss this trap so I wonder if anyone have anything like that laying around? Im also looking for all kind of traps to add to my game, so if you have a trap I would love to get my hands on it. Will only be used privately Link to comment Share on other sites More sharing options...
xyth Posted December 2, 2020 Share Posted December 2, 2020 I'm pretty sure the jumppad class is still in A19. Just use a flat block and change its class. This old A18 xml uses a custom block but you can use a vanilla block model instead: <block name="JumpPad"> <property name="Shape" value="ModelEntity" /> <property name="Model" value="#@modfolder:Resources/JumpPlate.unity3d?JumpPlate"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="Class" value="JumpPad" /> <property name="StabilitySupport" value="true"/> <drop event="Destroy" count="0" /> <property name="Material" value="Mwood"/> <property name="ImposterExclude" value="true"/> <property name="ImposterDontBlock" value="true"/> <property name="CreativeMode" value="Player"/> <property name="CanPlayersSpawnOn" value="true"/> <property name="CanPickup" value="true"/> </block> Link to comment Share on other sites More sharing options...
xxx73 Posted December 2, 2020 Author Share Posted December 2, 2020 Thanks a lot, will try it right away Can I ask what A18 mod that is from? With help of JumpPad name I found this from A18, and I made it work in A19. <block name="catapultTrap1"> <property name="CreativeMode" value="Player"/> <property name="Class" value="JumpPad"/> <property name="Material" value="Mmetal_medium"/> <property name="DescriptionKey" value="catapultTrapDesc"/> <property name="StabilitySupport" value="false" /> <property name="Shape" value="ModelEntity"/> <property name="Mesh" value="models"/> <property name="CustomIcon" value="pressureplate"/> <property name="Model" value="Entities/Electrical/pressure_platePrefab"/> <property name="HandleFace" value="Bottom"/> <property name="ModelOffset" value="0,0.5,0"/> <property name="OnlySimpleRotations" value="true"/> <property name="ImposterExchange" value="imposterPlate" param1="143"/> <property name="CanPickup" value="true"/> <property name="TakeDelay" value="5"/> <property name="RequiredPower" value="5"/> <property name="Damage" value="5" /> <property name="Damage_received" value="5" /> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="forgedIron" value="8"/> <property name="resourceMechanicalParts" value="1"/> <property name="resourceElectricParts" value="1"/> </property> <property name="BuffsWhenWalkedOn" value="buffShocked"/> <drop event="Harvest" name="resourceElectricParts" count="0,1" tool_category="Disassemble"/> <drop event="Harvest" name="resourceMechanicalParts" count="0,1" tool_category="Disassemble"/> <drop event="Harvest" name="resourceSpring" count="0,1" tool_category="Disassemble"/> <drop event="Destroy" count="0" /> <drop event="Destroy" name="Catapult" count="1" tool_category="Disassemble" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Stacknumber" value="25"/> <property name="EconomicValue" value="950"/> </block> Link to comment Share on other sites More sharing options...
xxx73 Posted December 2, 2020 Author Share Posted December 2, 2020 The next issue is to try to make this trap more balance. First I tried adding the need for power but that seem to be stretch. Now Im trying to make it take damage as other traps do, but for some reason I cant get that to work either. Damage_received dont seem to work on any of the blocks above. Someone know how to do this? Link to comment Share on other sites More sharing options...
xyth Posted December 2, 2020 Share Posted December 2, 2020 I wrote something like that back in A16, played with it from there but never released a mod. I wrote a small script to add a horizontal component (DMT mod) and came up with this: Link to comment Share on other sites More sharing options...
xxx73 Posted December 3, 2020 Author Share Posted December 3, 2020 Very nice, thats interesting, will it still work today? About traps receiving damage when interacting with zeds, and I thought the pressure plate did that, so I added the pressure plate to the catapult trap and the jump pad you posted earlier, but I cant get any of them to take any damage when zeds walk on them. I used the Damage_received setting that is used many places. Do you have any ideas how I can add any kind of damage to the catapult/jump pad, so they not last forever? Link to comment Share on other sites More sharing options...
stample Posted December 3, 2020 Share Posted December 3, 2020 I would try adding a direct damage component to the traps. I suspect they don't take dmg if they don't inflict it, directly. Link to comment Share on other sites More sharing options...
xxx73 Posted December 4, 2020 Author Share Posted December 4, 2020 21 hours ago, stample said: I would try adding a direct damage component to the traps. I suspect they don't take dmg if they don't inflict it, directly. Thanks for your suggestion. I have looked at working traps and that seem to be the case, but for some reason using the pressure plate block I cant get any damage on them. I will look more into this, if anyone have any idea how to make this work, please share Link to comment Share on other sites More sharing options...
xyth Posted December 4, 2020 Share Posted December 4, 2020 Likely not possible without new code. Most blocks are not tile entities so are very limited in how they interact with the game. Link to comment Share on other sites More sharing options...
xxx73 Posted December 4, 2020 Author Share Posted December 4, 2020 Ok, but I see many traps take damage when used, stepped on or when hitting zeds. And many traps from mods do that, but I see that those traps is unique and use dedicated blocks. So how can I make traps that take damage and stop working after some time, can I reuse blocks from mods (its only for private use), or can I use vanilla blocks that take damage when stepped on like spikes? Link to comment Share on other sites More sharing options...
xyth Posted December 4, 2020 Share Posted December 4, 2020 Each block can only have 1 class, which is its code base. If you use the jumpad class, it launches the zombie but wont damage. If instead you use the class TrunkTip, which will damage and decay like you want but wont launch the zombie. To do both, you would merge those functions into a single C# class but then it would be a DMT mod. You can do some trickery, like making 2 blocks, one that does each function, and configure them maybe like stairs so the first block would damage and decay and once it fully decayed it would destroy and drop the second one destroying it or dropping to an inert, upgradable version Link to comment Share on other sites More sharing options...
xxx73 Posted December 6, 2020 Author Share Posted December 6, 2020 Ok I understand, "trickery" sounds difficult and I have no idea where to start. Link to comment Share on other sites More sharing options...
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