Player placed traps

Started by Ackley, February 03, 2010, 01:17:37 PM

Previous topic - Next topic

Ackley

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.

Howlando

This would be ideal but I don't believe it is possible.

Box

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
   }
}

Random_White_Guy

object oBox = MassiveTool();
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips