Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ranged Trap Component  (Read 1666 times)

Pickerel

  • Bay Watcher
    • View Profile
Ranged Trap Component
« on: May 30, 2008, 11:18:00 am »

Don't be put off by the title, I don't actually mean a trap component that works at a distance.  All I want is a trap component that can use ammo specific to it.  This would presumably be a component that works like bows and crossbows when put into weapon traps, and given appropriate ammo.  Unfortunately, it returns the message

Unrecognized Item Definition (Trap Component) Token: ITEM_TRAPCOMP_PROJECTILELAUNCHER - RANGED

Here is what I have thus far:

[ITEM_TRAPCOMP:ITEM_TRAPCOMP_PROJECTILELAUNCHER]
[NAME :ominous]
[WEIGHT:280]
[RANGED:CROSSBOW:LAUNCH]
[HITS:1]
[MATERIAL_SIZE:6]
[METAL]
[WOOD]

and for ammunition, I made:

[ITEM_AMMO:ITEM_AMMO_LAUNCHSPEAR]
[NAME:launchable spear:launchable spears]
[CLASS:LAUNCH]
[DAMAGE:120:PIERCE]

[ITEM_AMMO:ITEM_AMMO_LAUNCHSTONE]
[NAME:launchable stone:launchable stones]
[CLASS:LAUNCH]
[DAMAGE:170:BLUDGEON]

I know that, as far as weapons go, my method is sound because I used a similar thing to add slings and various slingstones to the game... Is there something I have done wrong that is causing it to fail, or is it simply impossible to have ammunition-using trap-components?

Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Ranged Trap Component
« Reply #1 on: May 30, 2008, 11:44:00 am »

A trap component is inherently only a weapon that cannot be held that can also be specified an amount of hits per attack and the materials it can be made of - both features would really be useful if applied to conventional weapons.

As far as ranged trap components themselves are concerned, they are impossible. But in actuality, no one's preventing you from making an "ominous launcher" that uses the wrestling skill for melee and ranged attacks. It will be unavaliable in both adventure and fort mode, as a weapon, but in fort mode you could make it or trade for it, and install it into a trap. Which still makes no sense, because the weapons will only be activated when the trap's stepped on.

As an afterthought, here's a question for you to experiment on - if a crossbow in a trap runs out of ammo, will it whack enemies that step on the trap?

[ May 30, 2008: Message edited by: Sean Mirrsen ]

Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Ranged Trap Component
« Reply #2 on: May 30, 2008, 01:57:00 pm »

AGH! The SMILEIES ARE IN MY FAAACE.

You can turn them off in the post- go to edit and look at the checkboxes directly below the *shudder* smilies.

Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Ranged Trap Component
« Reply #3 on: May 30, 2008, 02:14:00 pm »

quote:
As an afterthought, here's a question for you to experiment on - if a crossbow in a trap runs out of ammo, will it whack enemies that step on the trap?

Actually it's wacking them from the beginning. Ranged weapons cannot shoot while in trap. At least because they need a creature which holds their ammo and trap isn't of that type.
Thus you can't make any expendable traps but stonefall traps.

The answer to your 1st question - the error is obvious, trapcomps don't have RANGED tag for the reasons mentioned above.

[ May 30, 2008: Message edited by: Deon ]

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Ranged Trap Component
« Reply #4 on: May 30, 2008, 02:54:00 pm »

How do you explain then the fact that traps loaded with crossbows are actually also loaded with ammunition corresponding to the weapons? Granted, I've never had the chance to try the things out (hence why I'm suggesting to experiment) because I never got any siege worth speaking of, but my logic is - if they require ammo, they must be using it!
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Cavalcadeofcats

  • Bay Watcher
    • View Profile
Re: Ranged Trap Component
« Reply #5 on: May 30, 2008, 04:04:00 pm »

Crossbows in weapon traps do fire their ammo. My dwarves reload them after sieges.

(Sean: THREAD HIJACK)

Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Ranged Trap Component
« Reply #6 on: May 30, 2008, 07:02:00 pm »

Guyz... Thank you for the info! I thought that xbows were useless hammers there!
Now I expect a new level of crossbow -defence =). Thanks for the info.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Ranged Trap Component
« Reply #7 on: May 30, 2008, 10:47:00 pm »

But weapon traps are already overpowered enough, I can't bear to think what
Overpowered (Weapon Trap) + Overpowered (Ranged Weapon Damage) would equal.
Imagine 10 bolts flying at you at once.
I think that's what it's gonna do.
Now the question is: Do ranged weapons in traps get jammed like conventional melee weapon traps can?
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Ranged Trap Component
« Reply #8 on: May 31, 2008, 12:18:00 am »

Considering that as long as there is ammo, the weapon does not strike the enemy itself, I think no. Arrows or bolts would get stuck in the enemies, but that would hardly hinder the trap. What would hinder it would be limited ammo capacity.
Let's vote for adding belt-fed crossbows!!  :)
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

MuonDecay

  • Bay Watcher
  • Say hello to my little μ
    • View Profile
Re: Ranged Trap Component
« Reply #9 on: June 01, 2008, 10:15:00 am »

quote:
Originally posted by Sean Mirrsen:
<STRONG>Considering that as long as there is ammo, the weapon does not strike the enemy itself, I think no. Arrows or bolts would get stuck in the enemies, but that would hardly hinder the trap. What would hinder it would be limited ammo capacity.
Let's vote for adding belt-fed crossbows!!   :)</STRONG>

Well repeating magazine-fed crossbows aren't exactly erroneous, just ludicrously imbalanced to implement.

Then again marksdwarves can spit the things out so darn fast already one wonders if they don't have some sort of gatling-repeating-crossbow-of-doom already.

Logged

Dr. Melon

  • Bay Watcher
    • View Profile
Re: Ranged Trap Component
« Reply #10 on: June 01, 2008, 01:00:00 pm »

The Flying iron bolts [40] strike you in the head, the left upper arm, the left fourth finger, the left upper leg, the left foot, the upper body!
It is pierced through completely!
It is mangled!
It is mangled!
It is run through!
Your heart has been poked out!
Your left eye has been poked out!
Your brain has been pierced!
You have been struck down.
You lose hold of the iron whip.
Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Ranged Trap Component
« Reply #11 on: June 01, 2008, 03:15:00 pm »

Jaybud, I think you need to fix your sig.  It's messing with the page dimensions.