Trap component question.
I'm doing some dodge-me trap testing, and have modified spiked balls thusly:
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[NAME:ball:balls]
[ADJECTIVE:spiked]
[SIZE:2]
[HITS:3]
[MATERIAL_SIZE:1]
[WOOD]
[METAL]
[ATTACK:BLUNT:100000:2:strike:strikes:NO_SUB:2]
This works, it's basically a whiffle bat (when made of wood), but leads to other problems;
Some of the incoming creatures pass out from exhaustion running the gauntlet of 60 of these on the dodge-me bridge. Then it takes them a very long time to die, while unconscious on the trap. Many of them dodge and fall as desired, but those that do not are a long term annoyance.
So.
What I'm looking for is a trap component that will 100% of the time "glance away" so as not to cause any damage (zero damage!)
OR
a trap component that will, very often (100% would be great) throw the creature away from the trap, without killing it. As in, forcibly make it move out of the trap-tile from the impact, but not killing it on the trap.
I've tried many combinations of values in the trap component size, impact area, penetration and velocity, but nothing seems to reach either of these goals. I've tried training weapons in a weapon trap, but I've seen creatures walk through 60 of those and never dodge, so that didn't work out so well.
Any thoughts or tested solutions?