Ever wanted to add a hint of Indiana Jones to your mod? Well if you have, then today is your lucky day, otherwise its just another day in which you aren't having much or below moderate levels of luck... Anyhoo, this pack contains placeables that are tied to traps. The placeables serve to add a bit of aesthetic quality to the traps. So far I have two pit traps, a wall spike trap, a rolling boulder trap, a falling bricks trap, a swinging pendulum trap, a swinging rock trap, a razor wire across hallway, a whirling blade trap, and a water filling room. My scripting skill is a tad minimal so the scripts only do a bit of damage and apply an effect or two, and then a sign appears that gives the scripters some parameters. Anyhoo, have fun.
I noticed CEP uses this but I cannot find the scripts to get them working. Any tips? _________________________ _________________________
Darkness Enthralled, a unique & creative NWN series being developed in 2012. Part 1: Back Tracking _________________________
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Posted by mechief at 2010-09-22 21:33:12 Voted 9.75 on 09/22/10
Fantastic work!
Posted by Gonzo_og at 2010-03-16 14:37:44 Voted 10.00 on 03/16/10
This needs more votes. _________________________ stuff
Posted by McV at 2009-05-22 22:59:41 Voted 9.50 on 05/22/09
A few small bugs to work out in the implementation of these, but the placeables alone are a goldmine. Love the crushing and spike walls! I don't know if these are supported any more (I see there was an updated to this added to the vault, but I didn't like the timing on those as much - rather script it myself), but they're well worth a download if you want to add some trapping spice to a dungeon crawl or thief-oriented module. _________________________ [Blog] [Revenant Module] [The Immortal Module] [Darkened Ruins Reskin] [Immortal GUI Alpha Test]
This is a compilation of the old system into a single score. There were 8 that made this score of 8.88.
Posted by Lost Dragon ( ..xxx.xxx ) at 2003-05-04 14:28:00
What does the update do?
Posted by Firehazurd ( ..xxx.xxx ) at 2003-05-02 18:14:00
An update has been uploaded, jus a matter of time before it pops up :)
Posted by Firehazurd ( ..xxx.xxx ) at 2003-05-02 00:06:00
I hate to burst any bubbles you might have blown around me, but unless bioware drugged me and took me away to their secret underground lair and forced me to model the origninal traps only to wipe my memory of the hole thing, the box standard spike trap is not of my creation. Unless of course you're talking about that lovely little number that shoots out of the wall :)
Posted by Mo_Steel ( ..xxx.xxx ) at 2003-05-01 18:36:00
I wuv your traps. I believe my Half-Orc hit one, a spike trap, which triggered the spawning of a bloodied body on a pike. All because he saw a note on the ground. Great traps!
Posted by Lacero ( ..xxx.xxx ) at 2003-05-01 15:31:00
Yes!
It's taking time to sort out recovering traps. I'll have the scripts finished soon.
Posted by Christopher ( ..xxx.xxx ) at 2003-05-01 11:25:00
So... any progress on this mod? Updates? Some good suggestions and script offers came up in posts is this going anywhere?
Posted by Lacero ( ..xxx.xxx ) at 2003-04-24 14:25:00
:P ;)
The DF version will be strange because of the custom trap detection stuff we do with HCR. I'll write some scripts for the real nwn players first, and then modify them for our trap system.
Posted by Firehazurd ( ..xxx.xxx ) at 2003-04-24 13:56:00
Yeah I figured that was the case, I just as well assumed I'd wait till you had them done for DF and take the mod for hak updates and sneak the scripts out, rename em and add a few errors and call them my own. But your idea works too. :)
Posted by Lacero ( ..xxx.xxx ) at 2003-04-24 13:53:00
Fire, if you want some scripts you just have to ask :)
I'll have to write them for DF anyway, they might as well be released.
Posted by Adrian ( ..xxx.xxx ) at 2003-04-23 04:58:00
Fantastic idea. Keep up the good work.
Posted by Lost Dragon ( ..xxx.xxx ) at 2003-04-23 00:17:00
I'd get rid of (or significantly reduce) the paralysis effect in the demo mod too. It lasts too long..
I can help you script sounds for you. Shoot me some e-mail.
Posted by Firehazurd ( ..xxx.xxx ) at 2003-04-22 21:28:00
Of course this is simply a first draft. I have already halved the speed of the rolling boulder. This pack will probably be updated within the week. And I agree they need sounds, but thats beyond my scripting skill. By the way, keep the comments coming ^_^
Posted by Lost Dragon ( ..xxx.xxx ) at 2003-04-22 20:59:00
OK, first off - these traps are *way* cooler than the ones Bioware made.
Now for the bad: I agree with the others - the traps move too fast. The water filling room should fill slowly. The boulder goes by so quickly that I can't even tell that it's a boulder. The pendulum and the log trap swing too fast as well. They all need sounds too (one could probably script this).
You've done great work so far. I hope you continue working on this hak.
Posted by Firehazurd ( ..xxx.xxx ) at 2003-04-22 19:28:00
sure the script is simple, I could do it. But why not just destroy the placeable?
Posted by Simbad ( ..xxx.xxx ) at 2003-04-22 19:23:00
Well is simple when activated the razor change to cutted razor that fall on the floor cause the player broke it with his foot so he receive damage from a trap activated by razor but remain deactivated if he disarm it or make a succesfull reflex chek...the script should be simple
Posted by Firehazurd ( ..xxx.xxx ) at 2003-04-22 16:27:00
Yeah the boulder one is kinda fast, I could slow it down a bit more (it used to be even faster :P ), as far as the razor wire goes, what sort of animation did you have in mind?
Posted by Kujo ( ..xxx.xxx ) at 2003-04-22 14:16:00
Can u slow down the rolling boulder trap ? its too fast
and the razorwire its only metal rope ? activated or deactivated is the same
Posted by Kujo ( ..xxx.xxx ) at 2003-04-22 10:23:00
THX VERY VERY VERY VERY MUCH im waiting trap placeables like theese for months masterpieces
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