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Fan Blade Traps [Update 9-13-14]

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Created 10 years ago
by MakeCents
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Update:
9-13-14 Updated simple trap to v1.1 compensating for doors made up of multiple brushes

    These are two separate ways to make a fan blade trap. The SIMPLE WAY, and the CUSTOM WAY.
    http://www.youtube.com/watch?v=Xqcc-NYyZoE&list=PLhT8THhu7qLz92N_eAR5NFw8R0Oy2hhu5
    This video was taken early in the design process. It does not show all options...

    SIMPLE WAY Uses MCs_simple_spinning_blades_v1.1.rar

    • Download the MCs_simple_spinning_blades.rar and extract the files
    • Copy the _prefabs folder and paste in into your map_source file
    • Copy the _mc_simple_spinning_blades.gsc to your root\mod\nazi_zombie_MAPNAME\maps\ folder
    • RADIANT: Insert the window/door or double door trap, where you want it in your map, from the _prefabs\MCs Spinning Traps\MC Simple Spinning Blade\ folder
    • CODE: Put maps\_mc_simple_spinning_blades::init(); below maps\_zombiemode::main(); in your nazi_zombie_MAPNAME.gsc
    • Compile your map and build your mod, like usual, with _mc_simple_spinning_blades.gsc selected of course.
    NOTES
    • You can put a door in the simple trap and it won't engage until the door is bought
    • You can adjust how long it runs and the cool down in the script as cooldown and level.bladetraprun



    CUSTOM WAYUses MCs_spinning_blades.rar

    • Download the MCs_spinning_blades.rar and extract the files
    • Copy the _prefabs folder and paste in into your map_source file
    • Copy the _mc_spinning_traps.gsc to your root\mod\nazi_zombie_MAPNAME\maps\ folder
    • RADIANT: Insert a fan blade trap or just a power switch and an arm or two, from the _prefabs\MCs Spinning Traps\MC Spinning Blades folder
      • The Custom trap works like a remote control and uses the same script that my Spinning Fire Trap does
      • Each power switch will control any arm within a specified distance, 200 units by default. The variable Far controls this.
    • CODE: Put maps\_mc_simple_spinning_blades::init(); below maps\_zombiemode::main(); in your nazi_zombie_MAPNAME.gsc
    • Compile your map and build your mod, like usual, with _mc_simple_spinning_blades.gsc selected of course.
    NOTES
    • The custom trap was NOT designed to handle doors
    • The trap run time can be adjusted with level.trapsTime["bladedamage"]
    [/list][/list]


    Last Edit: September 14, 2014, 02:07:16 am by MakeCents
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    Looks good man. Thanks for sharing, will try this out soon
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    Looks good man. Thanks for sharing, will try this out soon

    Awesome! Be sure to let me know of any issues or questions.
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    Is it possible to recreate the Acid Trap from Mob of the dead? If it is, think you can do it?
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    Is it possible to recreate the Acid Trap from Mob of the dead? If it is, think you can do it?

    It doesn't look too hard. I don't have those fx, so that would be a challenge. Fx are not something I have worked with much. I'll add it to the list of traps I will try to do. Thanks.
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    looks good plus something different :D got plans for this thanks dude :D
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    looks good plus something different :D got plans for this thanks dude :D

    Thanks. I'd like to see what you do with it. Hit me up with any questions if you have any.
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    Nice, I have been waiting for these since my first map. And Im in third one :P Compiling to see, if this works :D
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    Nice, I have been waiting for these since my first map. And Im in third one :P Compiling to see, if this works :D

    Awesome. Which one you trying? Let me know how it went.
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    Awesome. Which one you trying? Let me know how it went.

    Trying the double trap one, will edit this, when done testing

    Edit: I had door in way, didnt start and gave message, good. But when i bought door, it still said about door being closed
    Last Edit: September 12, 2014, 05:47:15 pm by HitmanVere
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    Trying the double trap one, will edit this, when done testing

    Edit: I had door in way, didnt start and gave message, good. But when i bought door, it still said about door being closed

    Really? Huh. Not sure why it would do that. The CheckDoors() function controls that. It gives that message if the center script struct is still touching a door. If it isn't touching the door then maybe the istouching() function is giving an error for some reason. I'll try and repeat that issue to find out why it's happening for you. I verified it with the window and double door ones before posting.

    Anyone else with this issue, please let me know.

    This is fixed in v1.1
    Last Edit: September 16, 2014, 12:00:09 pm by MakeCents
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    Really? Huh. Not sure why it would do that. The CheckDoors() function controls that. It gives that message if the center script struct is still touching a door. If it isn't touching the door then maybe the istouching() function is giving an error for some reason. I'll try and repeat that issue to find out why it's happening for you. I verified it with the window and double door ones before posting.

    Anyone else with this issue, please let me know.

    I even removed the door and still have the message pop up
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    Great work m8 , there straight in my map (the morgue) its a horror type map. They look great .
    could you do the blade like in buried  in the style of buying a trigger.? im looking for some stuff to make my map more gory torture like. cheers.
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    I even removed the door and still have the message pop up

    I think this is it why it is doing it for you:

    http://ugx-mods.com/forum/index.php?topic=3972.msg43263#msg43263

    Either a trigger with an invalid target, or a trigger that activates multiple doors/brushes?

    This is fixed in v1.1
    Last Edit: September 16, 2014, 11:59:47 am by MakeCents
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    I will put it up tomorrow in wip. I have bo2 so I will have a look, I just never scripted anything before

     
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