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CG Technical Area => Maps Area => Topic started by: Blade Nd64 on August 14, 2010, 11:22:16 PM

Title: Big Traps
Post by: Blade Nd64 on August 14, 2010, 11:22:16 PM
Not only are there traitors that are trying to kill you, the entire facility seems geared towards ensuring your painful demise. Safe passage across deathtraps is insured by those around you (which, quite plainly, isn't all that safe). Make sure your friends are trustworthy or else you'll find yourself without a floor beneath your feet, reliving Half-Life and Portal, or reenacting Indiana Jones.


Big Traps is a map made by Lolobubu (http://laurentbubu.free.fr/). Edits to accommodate TTT were made by Blade Nd64.

DOWNLOAD: ttt_big_traps_v3 (http://www.filefront.com/17220331/ttt_big_traps_v3.zip/)

Code: [Select]
Changelog:
v3
Fixed crash

v2
 Added entities to attribute trap kills.

v1
Initial Release
(http://imgur.com/Wz7Mu.jpg)
Title: Re: Big Traps
Post by: JohnCyKlopZ on August 14, 2010, 11:53:24 PM
If there are that many traps as you mentionned, then it'll be nearly unplayable. To start playing this map, we'll have to make sure that ALL the regulars know that turning on traps near others as an innocent can be RDM.
Title: Re: Big Traps
Post by: AlphaWeeaboo on August 15, 2010, 12:34:41 AM
This just seems like one big RDM fest. If we ever get a fun server up maybe we might do this map. Or perhaps we will have a vote once in awhile to go to chill mode where RDM is allowed and this map will be played.
Title: Re: Big Traps
Post by: Blade Nd64 on August 15, 2010, 12:34:59 AM
All traps are mostly avoidable. Most traps have a button to disable them for a short period of time and/or have a button that will override that disable. Of course, all of the good stuff is within the dangers of each trap.
Title: Re: Big Traps
Post by: AlphaWeeaboo on August 15, 2010, 12:45:05 AM
Well, once Whole gets back we will play test it on the server and see how it fares out.
Title: Re: Big Traps
Post by: Timmy on August 15, 2010, 02:06:41 AM
It seems  good but yea people will activate traps just for the fun of killing... Hammer trap and laser trap on richland are already being abused alot of innocents killing people. Test it but I still say no
Title: Re: Big Traps
Post by: Blade Nd64 on August 20, 2010, 05:26:23 PM
Perhaps this will ease your worries:
Quote
I'll outline the basics of the entity:
- A "Target entity" property specifies which damage-dealing entity you want to override the damage owner for.

- The SetActivatorAsDamageOwner input will then set the !activator of that input to be the player to which damage should be attributed when the target entity deals it. You'd make a trap-triggering button fire this input for example.

- The ClearDamageOwner input will clear the override again. Only necessary if you want the entity to be able to deal damage that isn't owned by someone.

- Lastly, a property lets you specify how the round report event log should refer to the damage-dealing entity. Lets you do things like "bob was crushed by joe using a giant boulder" for a trap that drops a giant boulder on someone.
Source (http://www.zombiemaster.org/smf/index.php?topic=10054.msg399268#msg399268)

Expect this in v2.
Title: Re: Big Traps
Post by: Wholegrain on August 20, 2010, 07:55:53 PM
nice im going to relocate this to the mapping section and ill put it on the test server and add me to steam
looks interesting i played this in zps a while ago
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