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Spinning Fire Trap, v1.1 [7-14-14]

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Created 10 years ago
by MakeCents
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BO3 Modtools Alpha
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This user has access to the Black Ops 3 Modtools Alpha
The download includes prefabs and the script.
Don't hesitate to ask for assistance in making this trap FIT your map.

SPINNING FIRE TRAP
Download here, in description
Extracting the Files and Script Set Up
  • Extract the _mc_spinning_traps.gsc and put it into your "root\mods\nazi_zombie_mapname\maps" folder.
  • Extract the map_source folder and copy it into your root folder.
  • Open your nazi_zombie_mapname.gsc and find the following:
Code Snippet
Plaintext
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

and add below this:
Code Snippet
Plaintext
maps\_mc_spinning_traps::init();

    Radiant Setup
    Included are 3 prefabs, 2 trap examples and the power switch. You can use as little or as many prefabs as you want at any angle that you want. The power switch and traps can be repeated as many times as you like.

    • Insert the prefab you want with a power switch, and place them into position.
    • Save and compile your map
    • Build your mod, with _mc_spinning_traps selected, in the maps section, of course.


    Trap Concept
    The power switches work like remotes. Any trap or power switch within a certain distance,1000000 by default, is a part of that trap. If you want more than one Fire trap system in your map, you will have to find and change this value in mc_spinning_traps.gsc, Far = 1000000, to the maximum distance any switch or trap is from each other, in a single trap system. For example, if the furthest trap from the power switch is 2000, and you have two other power switches, one is 1500 world units away, but one is 2100 world units away, then change Far to something greater than 2100, like 2500, or something like that to be safe. That will include everything into that system that is 2500 units, or less, away. Then make sure not to put any parts of another system within that distance from any of the power switches.


    These traps are set up to easily modify it to do what you want. Make a spinning electric trap instead, override the sounds and fx, or make more prefabs with correct kvps, or what ever you can imagine for a spinning fx/trap. I recommend copying the firebear_trap and modifying that to fit your purposes. Everything will rotate off of the tag_origin in the trap. The trigger is set to the angle the fx will play.


    Add a cool down
    Line 82 in the script has a wait(2); That is your cool down time. Change it for a longer cool down.


    Change damage
    Make damage to zombies proportional to zombies health. At the bottom, modify the HurtMe() function like this: (not tested yet)
    Code Snippet
    Plaintext
    HurtMe(){

    if(IsPlayer(self)){
    if(self.health > 21){
    self dodamage( 20, self.origin );
    }else{
    if(!self maps\_laststand::player_is_in_laststand()){
    radiusdamage(self.origin,20,self.health + 100,self.health + 100);
    }
    }
    }else{
    damage = 50;
    if(self.health > 50){
    damage = self.health/2;
    }
    self dodamage(damage,self.origin);
    }
    }


    No Fire!
    If your zombies don't catch on fire you may not be including the fx I use. Check if you include "fx,env/fire/fx_fire_player_torso" somewhere in your mapname.csv


    Old trap, v1.0:

    Spoiler: click to open...
    The DOWNLOAD includes prefabs and the script.

    SPINNING FIRE TRAP
    Extracting the Files and Script Set Up
    • Extract the _mc_spinning_flame_trap.gsc and put it into your "root\mods\nazi_zombie_mapname\maps" folder.
    • Extract the map source folder and copy it into your root folder. (If you want you can just grab the "MC's Spinning Fire Traps\" folder and place it into your "map source\_prefabs\" folder)
    • Open your nazi_zombie_mapname.gsc and find the following:
    Code Snippet
    Plaintext
    /*--------------------
    ZOMBIE MODE
    ----------------------*/
    [[level.DLC3.weapons]]();
    [[level.DLC3.powerUps]]();
    maps\_zombiemode::main();




    and add below this:
    Code Snippet
    Plaintext
    maps\_mc_spinning_flame_trap::init();

      Radiant Setup
      Included are 7 prefabs, 2 for each axis, x, y, z, and the power switch. They are named floorceiling, xwall, ywall, and power_switch. You can use as little or as many prefabs as you want, but only use each prefab once, for the triggers to work properly. I included two of each type of prefab to show you how to make more of each if necessary. The power switch can be repeated as many times as you like.




      • Insert the variation of prefab you want, for the wall you want, into your map, and place it into position.
      • Save and compile your map
      • Build your mod, with _mc_spinning_flame_trap selected, in the maps section, of course.




      Variations: (Only works on x, y, and z axis)
      floorceiling's - These can go on the floor or ceiling, rotating on the z axis.
      xwall's - These go on the x axis wall, rotating on the y axis.
      ywall's - These go on the y axis wall, rotating on the x axis.





      Making More Prefabs
      Spoiler: click to open...
      Copy the prefab you want to make another of.
      Open it up and select what you see in this image and change the number or add the number where shown. Must not be a number or name used already. No number and the number 2 are used by the existing prefabs.

      Select the trigger and change the targetname to match what you changed the previous script_noteworthy of the housing, with the word damage after it of course.





      This script is set up to easily change it to do what you want. Make a spinning electric trap instead, make the housings not rotate but the fx still does, override the sounds and fx, or what ever you can imagine for a spinning fx/trap. The prefabs can be changed as long as there is at minimum a housing piece and trigger with the appropriate kvps.

      Last Edit: July 21, 2014, 05:57:55 pm by MakeCents
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      The King of Zombies
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      Nice, was trying to find a good custom trap to have and this is perfect
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      maps:
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      [WIP] mapping 39%, weapons 85%, scripts 65%
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      Thats fucking awesome!!!! Hahaha reminds me of legend of Zelda traps.
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      this looks amazing i might have to use this myself
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      Nice, was trying to find a good custom trap to have and this is perfect
      Cool.

      Thats fucking awesome!!!! Hahaha reminds me of legend of Zelda traps.
      Lol, yeah it does.

      this looks amazing i might have to use this myself

      That would be awesome. Let me know if you do so I can see it in a game.
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      Very nice dude, great prefab  8)
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      Very nice dude, great prefab  8)
      Hey, thanks man. I am almost finished an update that will make this one look pretty stupid though. You will be able to put the trap at any angle you want, and it will only use one trap as many times as you want. I am also making it multi-system capable, based off a single variable you can change.

      There will be a spinning blade trap that works with the same script. The flame trap is actually done, but I am waiting till I finish the spinning blade trap to release it all together as a spinning trap package with individual prefab downloads, so that the scripts match. Should be soon. Just need to test now and decide on hintstrings and if I want to keep the fact that it  says which player engaged the trap or not.
      Last Edit: July 09, 2014, 02:29:40 pm by MakeCents
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      Hey, thanks man. I am almost finished an update that will make this one look pretty stupid though. You will be able to put the trap at any angle you want, and it will only use one trap as many times as you want. I am also making it multi-system capable, based off a single variable you can change.

      There will be a spinning blade trap that works with the same script. The flame trap is actually done, but I am waiting till I finish the spinning blade trap to release it all together as a spinning trap package with individual prefab downloads, so that the scripts match. Should be soon. Just need to test now and decide on hintstrings and if I want to keep the fact that it  says which player engaged the trap or not.

      Is the blade trap similar from Mob Of The Dead? If it is, then Im sold
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      Is the blade trap similar from Mob Of The Dead? If it is, then Im sold

      It will work similar to that. Two sets of blades will come in and chop the heads off zombies. I will be including a complete prefab and then optional arms with different blades that you can change in and out in the complete prefab or if you want to just put the arm some where, like in a window, they will work by themselves too. The spinning blade prefab will come that you can make as many as you want, or that can fit with-in the limits of mapping that is, as stand alone traps. You could put them on each door if you want and make custom ones on windows.
      Last Edit: July 09, 2014, 03:04:31 pm by MakeCents
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      It will work similar to that. Two sets of blades will come in and chop the heads off zombies. I will be including a complete prefab and then optional arms with different blades that you can change in and out in the complete prefab or if you want to just put the arm some where, like in a window, they will work by themselves too. The spinning blade prefab will come that you can make as many as you want, or that can fit with-in the limits of mapping that is, as stand alone traps. You could put them on each door if you want and make custom ones on windows.

      Dude, cant wait
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      The Fire trap is updated. New method enables you to put the trap anywhere you want and enables multiple systems.

      This is a completely new system, with a new script and prefabs, that will not work with the old system. Old stuff should be deleted at some point if you update to the new system.

       
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