EFUPW Forums

Main Forums => Suggestions => Topic started by: Ackley on February 03, 2010, 01:17:37 PM

Title: Player placed traps
Post by: Ackley on February 03, 2010, 01:17:37 PM
Right now a trap placed by a player will always kill someone if it does lethal damage. This makes it kind of hard to use them in muggings or colony defense since they're just as likely to kill your prey or allies. I'd suggest we make any trap a player places, use whatever damage mode they are using when they first set the trap.
Title:
Post by: Howlando on February 03, 2010, 02:06:39 PM
This would be ideal but I don't believe it is possible.
Title:
Post by: Box on February 03, 2010, 02:27:32 PM
Just tested this briefly and it is possible.

Some pseudocode: One of the scripting DMs should know what to do with it in the OnPlayerdeath and how to make it work with subdual.
object oKiller = GetLastDamager();
object oTrapper = GetTrapCreator(oKiller);



 if (oTrapper != OBJECT_INVALID)
   {
    Get Integer (oTrapper, subdualmode)
    if (Subual = Spar)  return winded effect
    if (subdual = FD)   return dead
    if (subdual = subdual) return subdued effect
   }
}
Title:
Post by: Random_White_Guy on February 03, 2010, 02:49:53 PM
object oBox = MassiveTool();