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I'm making a trap mod.

General mod discussion and requests.
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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i've been relatively quiet on

Post by Puppettron » Tue Mar 04, 2014 5:11 am

i've been relatively quiet on this recently simply because i haven't been doing anything confusing or special with it.  mostly mundane things like cleaning up code, making sure stuff that's copied across all the objects correctly, etc.  i've got the grenade bouquets running off a click to place script like the c4.  (did i mention i made c4 a triggerable trap that can be placed to cursor?  if i didn't, i just did), ran some extra stuff in there that was important but i just forgot in a brainfart, and need to make sure everything's set up for tripwires as well as pressure plates.  i think, after that, i'll be working on laser tripwires and the inevitable headaches from that.


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Gribbleshnibit8
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So, I'm not sure if you

Post by Gribbleshnibit8 » Wed Mar 05, 2014 6:20 pm

So, I'm not sure if you solved the problem of getting the traps to face where you want, but NVSE 4.3 added in functions from the Algohol plugin from Oblivion, which adds in advanced 3D space math functions with vectors and quaternions. It's a bit beyond my casual glancing, but the work seems straightforward enough. If you're interested, the command docs are updated, just search "algohol". 


link



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

i will look at it, i got the

Post by Puppettron » Thu Mar 06, 2014 1:54 am

i will look at it, i got the damn things to face correctly using rudimentary trig, if this can save some space and lines, i will definitely use it


also, i keep your site on a tab i never close, for reference :D


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Puppettron
Gary
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i looked at it, i don't

Post by Puppettron » Mon Mar 10, 2014 1:59 am

i looked at it, i don't understand enough trig for those functions.  hell, i don't even know what the words mean :P


i did some work on this the past couple of days, i got laser emitters working, as long as you're in an area that squares to x/y axis.  and you don't want to do something silly like put it on the ceiling or floor (i'm working on that though, it's kinda goofy for some reason).


also fixed my master unlinking scripting so that unlinking things from the trigger works every time the way it's meant to.  also allows me to set all the trigger pickup scripts to unlink everything linked to it -- and only the things linked to it.


i took video, but it's really shitty, i'll have to find a new free video capture program if i want to continue making videos.


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basshead64
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Joined: Mon Mar 17, 2014 1:45 am

since the launched bear trap

Post by basshead64 » Mon Mar 17, 2014 4:09 am

since the launched bear trap would be a physics nightmare, maybe a reverse tripwire. you trip it nothing happens but if you disarm it, a nuka grenade goes off!



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

reverse tripwire would be

Post by Puppettron » Mon Mar 17, 2014 4:40 am

reverse tripwire would be easy to do, the thing is the mod's being designed for players to use traps.  so to make it effective for the mod, i'd have to give enemy AI the ability to disarm traps.  i'm not that good.


still a decent idea though, could be used for other things


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Puppettron
Gary
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ok, i've got most of the item

Post by Puppettron » Wed Mar 26, 2014 8:11 pm

ok, i've got most of the item scripting done.  cleared up wonkiness with triggers keeping refs around long after said ref had been recycled, which would allow you to link traps to several triggers.


however, going through and cleaning script on the stuff i'd made, it'd come to my attention that i'm not really adding a whole lot of traps.  a handful of gun traps, placeable grenade bundles, and trap-triggered c4 placeables.  i need more traps, obviously, so i'm going to outline ideas i had and see if anything can be made of them.




  1. the live-wire trap.  functionally similar to all the "weight on a chain" traps, except instead of a chain, it's a live wire, and so when it comes in contact with someone, they take DOT hits, maybe a full KD effect too


  2. oil slicks.  can be set on fire?  can be used for a quick KD?  dunno, game seems to be lacking oil slicks


  3. alternate grenade bundles:  i've looked at the nif for the grenade bouquet, and i can't figure out how to replace the grenades there with, say, inciendiary grenades.  otherwise i'd already be working on this


  4. turrets.  specifically, mounted turrets (not to be confused with Tourette's) that could be turn on and off remotely.  that's probably easy, but i'm just typing my brain out here.


  5. i don't want to make mines, since mines are extensively covered by so many good mods already out there, but figuring out how the proximity thing works would allow me to make a new trigger type


  6. swinging blades.  it's just a classic trap that no one seems to use.  and i mean classic in the gaming sense, not in the "history of mankind" sense.


other than more trap types and find/replacing 50 or so guntraps with my traps in the game, this is pretty much ready to go.  i'll be sure to bring an updated esp next time i'm at the internet.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Gribbleshnibit8
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Live wire could be cool, with

Post by Gribbleshnibit8 » Thu Mar 27, 2014 1:24 am

Live wire could be cool, with a fission battery to power it. The grenade bouquet thing I'll take a look at when I'm back at my computer. Oil slicks don't exist because there is no more oil! (Ignore the turpentine >.>) Proximity is part of the projectile form. Explode on proximity. You could probably take advantage of that to do what you want. Make an explosion with a null explosion nif (it has to have a nif), then set the explosion to place an object. The object can be scripted to do things, but the original explosion ref will not be around anymore, iirc how it works.



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Risewild
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I am making this post, but it

Post by Risewild » Thu Mar 27, 2014 1:49 am

I am making this post, but it will not be a constructive post cheeky it is just to ask if it is possible to make a trap I just thought of... A trap like those that hits the player with a brahmin leg but instead of a brahmin piece it could be a ... Chainsaw!!!! devil.


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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

yes, although making it a

Post by Puppettron » Thu Mar 27, 2014 2:57 am

yes, although making it a running chainsaw that damages on contact would take more looking into


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