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Author Topic: Combined project - The world of traps and attractions  (Read 136159 times)

MC Dirty

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Re: Combined project - The world of traps and attractions
« Reply #630 on: September 07, 2009, 04:24:54 pm »

Its kinda funny how many times people have come into this thread telling everyone that we just need to adjust our init file to get those pressure plates working.
I mean: It's only about 600 posts long. How could we ever had the time to try this out?
(If your sarcasm senses are tingling, that's not a coincidence.)

@Dakk: Well, do the following:
Code: [Select]
[SPEED:0]
[SIZE:30]
[NOPAIN] [NOEXERT] [NOFEAR] [NONAUSEA] [NOBREATHE] [NOSTUN] [NO_DRINK] [NO_EAT] [NO_SLEEP]

Also, increase their attack power, so that no wildlife will pose any threat and remove [CAVEADAPT]. You should also totally abuse the smelter reactions. Just play with reaction_standard a bit, just don't change the reactions' raw name or remove or add any reactions.
« Last Edit: September 07, 2009, 04:33:06 pm by MC Dirty »
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Dragooble

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Re: Combined project - The world of traps and attractions
« Reply #631 on: September 07, 2009, 09:50:44 pm »

and add a damblock of about a googol.
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A creature the size of europe can occupy only one tile.

RAM

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Re: Combined project - The world of traps and attractions
« Reply #632 on: September 07, 2009, 11:14:04 pm »

They don't? Good thing I never finished... I don't suppose that they work when triggered by water? If pressure plates were working could you add [trapavoid]  to all the playable races and leave traps on without worrying about the consequences? I guess you could still be knocked out over a cage trap...
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MC Dirty

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Re: Combined project - The world of traps and attractions
« Reply #633 on: September 08, 2009, 05:40:04 am »

They don't? Good thing I never finished... I don't suppose that they work when triggered by water? If pressure plates were working could you add [trapavoid]  to all the playable races and leave traps on without worrying about the consequences? I guess you could still be knocked out over a cage trap...
I'm pretty damn sure someone tried the water thing and it didn't work. I suppose it's just a general Adventure Mode thing. I mean: The adventurer isn't in any way, shape or form different from a Fortress Mode dwarf, so there's probably just some error with the game not reading the init entry correctly. I'm not a programmer, but that makes sense to me.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #634 on: September 08, 2009, 06:41:28 am »

How am I supposed to make a doom clock without using pressure plates?

I guess you could try a slow-filling reservoir with water wheels on top of it or something... But that doesn't help with the spike trap puzzles!
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Micro102

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Re: Combined project - The world of traps and attractions
« Reply #635 on: September 11, 2009, 02:13:07 pm »

I guess waterwheels + floodgates and pipes would work. But it would be twice as complicated and would require a lot more space.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #636 on: September 11, 2009, 09:06:20 pm »

But how do you open a floodgate without a pressure plate?
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Vactor

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Re: Combined project - The world of traps and attractions
« Reply #637 on: September 11, 2009, 10:33:18 pm »

But how do you open a floodgate without a pressure plate?

with a lever that is linked to a door that needs to be opened to progress
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #638 on: September 11, 2009, 10:45:49 pm »

But then it is less of a doom clock and more of a doom progress bar...
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Vactor

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Re: Combined project - The world of traps and attractions
« Reply #639 on: September 11, 2009, 10:57:00 pm »

But then it is less of a doom clock and more of a doom progress bar...

you can do some interesting things with it, for example you could have another lever somewhere in the next portion of the dungeon that the player has to find and pull before the reservoir fills and engages the doom part.  you could have a series of reservoirs that overflow into another reservoir with a water wheel between that once the water starts flowing it engages another set of pumps attached to that wheel.
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http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Sensei

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Re: Combined project - The world of traps and attractions
« Reply #640 on: September 12, 2009, 01:36:32 am »

In place of water triggering floodgates, you still can have magma destroying wood supports...
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Bloogonis

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Re: Combined project - The world of traps and attractions
« Reply #641 on: September 24, 2009, 12:10:39 am »

I had a trap that was realy just a repeater, it filled a cistern at just about the same time the season changed, and then at the top it treiggerd a presure plat that opened a floodgate at the bottom flash flooding my entrance, it was fun, but every season my FPS would drop to almost nothing.

Also, why the heck arn't you using DFFD? Megaupload refuses to function.

Edit: Disregard that last statement, shouldnt have skipped page42
« Last Edit: September 24, 2009, 12:13:59 am by Bloogonis »
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Sensei

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Re: Combined project - The world of traps and attractions
« Reply #642 on: September 27, 2009, 01:39:27 am »

So, who's doing it now?

Also, we probably need maps to help find the entrance of each dungeon. Would save a lot of frustration.
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Halmie

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Re: Combined project - The world of traps and attractions
« Reply #643 on: September 29, 2009, 04:42:32 am »

EDIT: Scrap that, disreguard the post. (not sure if there is a delete button)
« Last Edit: September 29, 2009, 06:19:01 am by Halmie »
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Meh.

Vlynndar

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Re: Combined project - The world of traps and attractions
« Reply #644 on: October 14, 2009, 03:11:49 pm »

This needs just a little more attention.
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