Zin Posted September 9, 2014 Share Posted September 9, 2014 I'm working on traps. I'm looking for input from the community tho as to tweaks to the ideas i have, or items i may be over looking. Ideas so far: ---fabric and grass cloth type tile used to cover an empty pit for catching live animals ---fabric and grass cloth type tile used to cover a pit with wood spikes to kill players/zombies ---obvious grass tile with land mine style explosion on contact with player/zombie/animal ( small mound of dirt on it for ease of detecting where they are so you dont step on them) ---undetectable grass tile with land mine explosion on contact with player/zombie/animal ( more for pvp defense ) ---possible flammable block that can be ignited and can cause fire damage ---possible "glue" style trap that slows enemy movement significantly ( think a covered hole with thick tar to impede walking ) ---dead-fall trap ( think tripwire causing heavy object to fall ) ---trap door ( not a trap, but handy for hiding mine entrances, likely same object as pit cover, just not destroyed on contact ) ---alarm trap ( when contacted, will make any number of alerting sounds to notify you of enemies, maybe car alarm you can salvage, or maybe tin cans on a string ect ect) i have other ideas as well, but this is what i'd like to focus on to begin with. I'd like input from the other players as to tweaks to these ideas, new ideas along these lines, or even the "that wont work/its bad" kind of input Link to comment Share on other sites More sharing options...
kinklade Posted September 9, 2014 Share Posted September 9, 2014 [QUOTE=Zin;135651]---trap door ( not a trap, but handy for hiding mine entrances, likely same object as pit cover, just not destroyed on contact )[/QUOTE] How about a trap door (possibly wood that hides well on reinforced wood) that triggers on contact, and can be used for hiding a trap - which differs from the fabric/cloth style one in that you might want to set one indoors for pvp defense a couple of these (eg deadfall trap) sound like they will need a pressure plate / trip wire mechanic. Is that a thing? If so ignore that, and take this suggestion: arrow trap - ala raider of the lost ark - that can be set against a wall block wall for various fun uses Link to comment Share on other sites More sharing options...
Zin Posted September 9, 2014 Author Share Posted September 9, 2014 for the trap door style trap, i'm planning on a generic template that i'd use for making the code allowing: various recipies requiring a material such as fertile dirt or log cabin wood, ect ect as an ingredient to allow for ANY common ground tile to be used as the material over the hole. this would allow maximum ability for players to use it how they see fit in almost any setting. as far as the deadfall trap, i have an idea on how to set this up but i would like to dig a bit more before i can say for sure that interacting with one block can and will reliably cause another block to react. ie it would have to be a trigger block causing another, non connected block to change state and react. Not sure if it can be done yet, but i'll dig after i get the trap door style tweaked a bit. Link to comment Share on other sites More sharing options...
kinklade Posted September 9, 2014 Share Posted September 9, 2014 [QUOTE=Zin;135730]i have an idea on how to set this up but i would like to dig a bit more before i can say for sure that interacting with one block can and will reliably cause another block to react. ie it would have to be a trigger block causing another, non connected block to change state and react. Not sure if it can be done yet, but i'll dig after i get the trap door style tweaked a bit.[/QUOTE] I really hope it can be done. Traps like this - is fact all of the trap ideas you have listed there - would create a ton of re-playability imo, tower defense mini-games and the like; as well as general zombie bothering :) Link to comment Share on other sites More sharing options...
Zin Posted September 9, 2014 Author Share Posted September 9, 2014 I can tell you with almost certainty that trap door style traps can be done, blocks that involve fire damage are a slim chance since i have yet to see any item in the game that involves fire damage, slowing traps are almost 100% and not hard to put together in about 5-10 mins of coding max, same as alarm trap, just not sure on the range of the sound, and dead-fall style traps are ??? since that's more indepth and i'm not sure the engine is setup that way. i plan on being able to crank out a few of these tonight based off of what i'm seeing, but i still have about 6 hrs until i'm off of work Link to comment Share on other sites More sharing options...
Jill Posted September 9, 2014 Share Posted September 9, 2014 If fire is too hard, maybe an acid trap? Made from car batteries or dropped by pukers? Link to comment Share on other sites More sharing options...
Zin Posted September 9, 2014 Author Share Posted September 9, 2014 it's not that i'd be too hard, i'm just not sure that the code is even in the game yet. ie all the damage i've seen is direct damage caused by the attributes of weapons and mines ( other than gravity from falls ). I'm not sure that passive damages such as fire ect ect have been implimented other than bleeding. I'm thinking i may be able to work out some code to allow for a damage over time effect to mimic the bleed effect for fire/acid but that's the part i'm not sure about since i have yet to even look at that code. Link to comment Share on other sites More sharing options...
solidkill Posted September 9, 2014 Share Posted September 9, 2014 Why not just look at a game like orc's must die and orc's must die 2. There are a ton of traps in those games, a lot of them are direct damage. i would love to see a lot more traps. give me a reason to put the zombie spawn mode on super high. Link to comment Share on other sites More sharing options...
Zin Posted September 9, 2014 Author Share Posted September 9, 2014 Honestly i haven't ever played orc's must die 1 or 2 so i'm lost there Link to comment Share on other sites More sharing options...
Raithen Posted September 11, 2014 Share Posted September 11, 2014 I was thinking about traps and I couldn't pin point what I didn't like about peoples suggestions until now. Most people are suggesting automated traps or traps that would wear out quickly. Thus my ideas for traps are -Spring loaded horizontal trunk tip spikes. You place them like a block, when a zombie gets close you press Use on the back block and the trunk tip spike shoots out the front one block. Think of it as a jack in a box type thing. You would have to either use it again to reset it taking a few seconds. These traps would be fun, functional, yet intense. You would be running around your fenced off base pressing the buttons on these trap blocks where the zombies are, you have to build some sort of see through block like trussing to see where they are. They would be say a wooden fram + spring + trunk tip spike + bronze button perhaps. Simple, no need for electricity, complecations, and would be sturdy enough to justify them not breaking. -Broken glass squares someone mentioned and I like. Make it a block that you can open and fill with broken glass. Each zombie step on it is say a broken glass used up. Easy to refill, you can fill enough to make it not annoying to have it break after 2 zombies. I can't think of any more, but traps like this I would love to see. Interaction, skill, layout, and timing over plant a heaps of automated OP traps and sit back. Link to comment Share on other sites More sharing options...
Zin Posted September 11, 2014 Author Share Posted September 11, 2014 ok, as it sits, i have a very strong desire to add recipes for these traps, but until i can figure out how to make that happen for blocks and not items only, i dont want to release them since the only way you can use them is in cheat mode :( I have made the trap the first two ( since they are essentially the same thing ) ... it's a regular grass block that destructs when anything contacts it, allowing what ever to fall into a hole or spike trap you have set below it. I have set it to slow down movement speed just a touch ( maybe 5-10 percent ) to give it an appropriate "feel". I've tested out the block and it works, very well i might add. I have made the undetectable grass tile with a land mine inside it... it is a regular grass tile that when contacted, blows up exactly like a mine. This causes eneough damage to kill a regular zombie and also affects a few tiles around it both creatures AND ground. Giving the effect of a true buried land mine. (craters and all ) Both traps are designed and tested to be placed in a hole. So dig out atleast a single block for the buried grass mine so it's smooth with adjacent tiles, and dig out atleast 2 blocks for a nice trap door to a spike style pit trap effect for the trap door style... 3 or deeper would be best since some zombies can easily hop out of a 2 deep hole... 3 they sometimes can... haven't really tested out on 4 or more but it stands to reason that it'd be the same. Zombies WILL attempt to dig their way out of holes just FYI.. so if it's just a hole with a trap door covering it... dont stand too close when popping them in the head or they just may cave the ground in under you... Link to comment Share on other sites More sharing options...
Zin Posted September 11, 2014 Author Share Posted September 11, 2014 Three traps for you all today. The Grass Trap, The Grass Covered Mine, and Tar Trap. Grass Trap-- has a recipe using plant fibers and sticks, works as standard grass block when laying it down, but when stepped on, it slightly slows entity down, and disappears allowing the entity to fall to the next block. What ever it may be beneath it, a empty hole for catching zombies, a spike trap, a land mine, a tar trap ( see below for the tar trap ). **side note, it does work as a method for hiding mine entrances and will destruct on contact, but getting horizontal contact just right is tricky due to the game mechanics** Grass Covered Mine-- It's exactly what you are thinking, a regular mine that's been buried in the grass completely undetectable to zeds,people,and wildlife. This will cause significant damage to what ever steps on it as well as surrounding blocks. Recipe included below. Tar Trap-- This block in 3d mode looks almost exactly like water, however, significantly slows down anything moving through it or that even contacts the block space. It will not spread, and can be recovered only by digging/destroying the supports holding it up. This also has a recipe ( based off of Coal Tar for feasibility). I recommend due to the way liquids are setup in the game, you dig at least a 1 deep hole to put it in to keep looks appropriate. ---code for models_2 below [CODE] [/CODE] ---code for models_7 below [CODE] [/CODE] --recipes below [CODE] [/CODE] ----- Slap in your own icons and have fun. Feedback is appreciated, more to come including most material versions of trap door and covered mine. Link to comment Share on other sites More sharing options...
Norry Posted September 11, 2014 Share Posted September 11, 2014 I'm thinking for fire type trap you could add your own "buff" to the game, degen life at the set rate, and put that buff on an item. Though it would be missing graphics, buff icon (unless modded in) etc. The effect could be the same. Just thinking here as I'm at work myself. Link to comment Share on other sites More sharing options...
Norry Posted September 11, 2014 Share Posted September 11, 2014 There is that flaming barrel (I think it was), maybe burry it 1 deep so just the flame shoots out and make it work like the pine tip trap, except have it give a DOT buff instead of direct damage (or in addition to). Again, at work so just thinking "out loud" so to speak. Edit: Love the ideas and the work on them BTW. Link to comment Share on other sites More sharing options...
kinklade Posted September 11, 2014 Share Posted September 11, 2014 [QUOTE=Zin;137262]Three traps for you all today. [/QUOTE] gj :) look forward to trying this out Link to comment Share on other sites More sharing options...
Zin Posted September 11, 2014 Author Share Posted September 11, 2014 i haven't seen a flaming barrel, the issue would be then with burying it that the object would have to be colideable but the particle effect wouldn't... which is fine until you try to add the damage effect to only the particle effect and not the barrel... it'd be easy to add dmg to a block or item but not so much to just a particle effect with my current modding understanding on this game. until they bring in actual fire ( as in catching something on fire from the torch ) it may be not possible to get a good effective burning option Link to comment Share on other sites More sharing options...
Norry Posted September 12, 2014 Share Posted September 12, 2014 Wife sick so didn't get a chance to play with it last night. I'll have the weekend though, plan to try out your traps once off work today + play with some stuff. Link to comment Share on other sites More sharing options...
7DaysToDieIdeas Posted September 13, 2014 Share Posted September 13, 2014 Hey Zin! I love your ideas, but here are 2 of mine! Swinging Log Trap - You step on a tripwire and a log which is attached to a high wall or ceiling will swing down and the sheer impact will kill anything instantly (inuding you). Not a trap to be f---ed with. Bear Trap - Why didn't anyone think of this yet? (unless I didn't see it yet) a simple bear trap crafted from forged iron, when you walk on it, it will slow you down, break your leg, and make you bleed out. Very bad. Link to comment Share on other sites More sharing options...
7DaysToDieIdeas Posted September 13, 2014 Share Posted September 13, 2014 Alsooo... ELECTRIC FENCES WOULD BE NICE! The power source is a car battery! Finally a use for car batteries! And when the zombies electrocute they turn crispy so when you search it the name says "(Search) Charred Zombie" Link to comment Share on other sites More sharing options...
MonkeyBoogers Posted September 14, 2014 Share Posted September 14, 2014 wall spikes [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] "Greek fire" Link to comment Share on other sites More sharing options...
YoSuboDeToh Posted September 14, 2014 Share Posted September 14, 2014 A traps as the crazy man of The walking dead. Spikes 360° Link to comment Share on other sites More sharing options...
Zin Posted September 14, 2014 Author Share Posted September 14, 2014 wall spikes would be possible if i was able to do 3d modeling which i currently can not... :( "Greek fire" is not possible as it sits as well due to fire not being a valid game mechanic yet as far as damage dealing is concerned. and the 360 spikes... would be possible if i did 3d modeling ... see above... but even beyond that... the attraction mechanics of the game are only 2 part as it seems... maybe 3 if but i haven't checked lately... 1. zombie starting point 2. zombie paths efficient path to player 3. ( check easiest path ie doors ect ect, but i can't say for sure since i haven't checked lately ) no way to make a zombie be more attracted to a non player point with the current targeting is set for now... Link to comment Share on other sites More sharing options...
7DaysToDieIdeas Posted September 15, 2014 Share Posted September 15, 2014 Hey Zin, I have one more idea that sounds really weird but it would be cool. I'm thinking there should be a trap which is basically a decoy human. You build it by crafting plant fibers for the body, and cotton for the clothing, so it's actually like a scarecrow. But you need something to attract zombies so you would have to put something in the decoy like meat, blueberries, or any other food that they can smell. So after you are done crafting the body the final step would be to make the deadly part of the trap, by sticking 3 hubcap mines into the body! Only difference is that they only explode when the TRAP ITSELF is destroyed. Here's how it works: A zombie gets attracted to the human decoy, it starts attacking it. The zombie isn't strong enough to break it alone (unless it hits it for a long time) so eventually more zombies will come and start attacking it. Once there are enough zombies attacking the decoy they will destroy it which will blow up the hubcap mines and kill a whole group of zombies at once! Link to comment Share on other sites More sharing options...
Zin Posted September 15, 2014 Author Share Posted September 15, 2014 this would be sweet... but not sure it'd be possible without an AI tweak as with the 360 spikes trap idea above... looking at the AI, it is going to be near impossible to modify that... it can be changed slightly to make things run away when hit ect ect... but adding a few other options like sensing range... finding targets in that sensing range... prioritizing those targets... ect ect.. will be slightly over complicated but still possible.. ish... ie zombies as it stands DO sense target priority in a way.. they will go for the player first... if the player is out of range... then they will go for a stag... if that's not there.. then they wander around... adding another line of decoy seems simple... but then you would have to add the 3d mesh... and an entity group... ect ect which isn't as simple as adding a line of code... Link to comment Share on other sites More sharing options...
tmanpdx Posted September 15, 2014 Share Posted September 15, 2014 I give you "arrow wall" using Orcs Must Die as a starting point: [attachment=98:name] It would load up 36 arrows, be a one-time firing (then you'd need to re-load) with a recipe of: plywood 36 short pipes 36x( arrow + gunpowder + cotton ) Link to comment Share on other sites More sharing options...
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