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Non-Exploding Trip Mines

Posted: Sun May 30, 2010 3:34 am
by Ametha Tasia
I think it would be useful to have trip mines that don't explode. They could be security lasers that simply set off an alarm. This'd be neat for stealth missions and such.
If this does not belong here, then be my guest and delete it.
Thank you.

Posted: Sun May 30, 2010 3:53 am
by Alkur Tekeil
I don't think that you can do that without changing the tripmine permanently (in whatever modification you create).

I took a look using /rpeffect for getting just the laserbeam, and I can only get it to flicker and be vertical.

Posted: Sun May 30, 2010 3:56 am
by Garik Kelzim
I think they made something like that on lugormod, but when you touched a laser you'd be teleported somewhere else.

Posted: Sun May 30, 2010 5:31 am
by Soh Raun
I think using /rpeffect to create the laser beam is enough for missions, as Alkur suggested.

Posted: Sun May 30, 2010 5:32 am
by Avaeth
Supporting if possible. You could add 'modes' on the tripmine. Explode / Detect.

Posted: Sun May 30, 2010 5:39 am
by Ametha Tasia
Soh Raun wrote:I think using /rpeffect to create the laser beam is enough for missions, as Alkur suggested.
So long as I can trigger an alarm by passing a laser beam, I'm quite happy. :P

Posted: Sun May 30, 2010 1:58 pm
by Alkur Tekeil
Alkur Tekeil wrote:I took a look using /rpeffect for getting just the laserbeam, and I can only get it to flicker and be vertical.
Soh Raun wrote:I think using /rpeffect to create the laser beam is enough for missions, as Alkur suggested.
Fabien, with the laser beams, they would take quite a bit of pre-meditation to set up correctly, specifically exact coordinates, since when you create a beam, the end closest to you hovers unless you alter the coordinates. And even then, they are only vertical.

Posted: Sun May 30, 2010 2:03 pm
by Ametha Tasia
Then perhaps Rpeffect for them could be altered?

Posted: Sun May 30, 2010 2:38 pm
by Aayla Vigil
If RPeffect respected the angle in which the player is turned when the effect is spawned (just like what happens with NPCs), this approach would be much simpler, otherwise yes, finding the exact coordinates is a large deal of work.