Closed esavier closed 7 years ago
Claymores for base defense would also be great, it's on my list to add but never got around to it. The two tricky parts are giving it a direction when you plant it and storing that direction, traps don't have anywhere to stash metadata, they just have their identity as a trap of a particular kind.
Could add it to the itype unique_ptr islot stuff? Or do they exist outside of itype?
Does adding trap direction mean things like spear-walls, which you can't pass without a chance of damage from one side, but can walk over freely from the others being possible?
those and a lot more :) Imagine piston walls, spear traps, shotgun traps, explosive traps, claymore mines, blade traps and a lot more :feelsgood:
This would also work admirably for LAW rockets and other HEAT shells.
This would also work admirably for LAW rockets and other HEAT shells.
Uncanny Dodging tankbot projectile by stepping next to it because it'll explode the other way? Sure, I'm all for it.
Uncanny Dodging tankbot projectile by stepping next to it because it'll explode the other way?
Probably would still get some shrapnel, but more or less.
they just have their identity as a trap of a particular kind
You could possibly fake directed claymores by having multiple claymore trap types (e.g. in the same way CDDA obfuscates good/bad mushrooms by making them identical in every way except under the hood).
Visually differentiating them would be difficult though (e.g. in case you want to denote facing). You can get the four cardinals with ^
, v
, <
, and >
, but I'm not sure what glyphs would be appropriate for diagonals.
Yes, we could add 8 different traps for each directional trap type, which kind of sucks, but it might suck less than bolting things onto the submap that aren't really necessary. We could hide that though by putting the logic to create the directional versions in the json loader for trap types. I'm not sure different glyphs are called for, the description could indicate the direction, an you just need to examine a trap to tell which way it's facing.
the description could indicate the direction, an you just need to examine a trap to tell which way it's facing.
Only works for claymores and is guaranteed to generate YASDs by walking up to it from the wrong side.
I don't understand why it would only work for claymores, or how it's any more likely to kill you (the warning for stepping on a trap you know is there should still apply, for one thing).
And for that you could just a flag to the tile, non?
Remember, the back side of a claymore explosive charge is still incredibly dangerous. That back-blast is why they warn you to affix them to a tree or other obstacle.
Ah interesting. I knew it was an issue with rocket-propelled weapons, but not a coned anti-personnel charge. Good to know! :-)
Edit: Love how that sounded like I dodge Claymore mines to work.
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Currently game code do not support it (no flags or behavior). This is only idea to consider, but why don't create some kind of direction charges? I am talking about breach charges to take care of precisely one segment of wall ( or double wall if its thicker - especially metal wals) or even combat oriented charges or traps (like claymore mine) that could spray fragments on enemies in chosen direction leaving other things ( presumably you? ) relatively safe
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