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Thread: New traps/ a full workshop menu

  
  1. #1

    Default New traps/ a full workshop menu

    Hi.

    I wanted to be able to have a full workshop menu on maps, so I created some new traps, first I only created 5 new ones to fill the empty spaces. Later I created new ones to can replace already existing traps and the wood and braced door and I wanted to introduce here.

    Name: FIRE
    EffectType:
    Model: TRAP_GEM_RED
    WRKBOX:
    PanelTabIndex: 7

    Name: ICE
    EffectType:
    Model: TRAP_GEM_BLUE
    WRKBOX:
    PanelTabIndex: 8

    Name: GARGOYLE
    EffectType:
    Model: 952 (STATUEWO)
    WRKBOX: 895 (a big egg)
    PanelTabIndex: 13

    Name: FIRE_GARGOYLE
    EffectType:
    Model: 950 (TEMPLE_STATUE)
    WRKBOX: 895 (a big egg)
    PanelTabIndex: 14

    Name: ICE_GARGOYLE
    EffectType:
    Model: 952 (STATUEWO)
    WRKBOX: 895 (a big egg)
    PanelTabIndex: 15

    Name: ARROW
    EffectType:
    Model: lair
    WRKBOX: standard box
    PanelTabIndex: 1

    Name: MUSHROOM
    EffectType:
    Model: MUSHROOM_GREEN_LUM
    WRKBOX: smaller MUSHROOM_GREEN_LUM
    PanelTabIndex: 2

    Name: SKULL_LIGHTNING
    EffectType:
    Model: lair
    WRKBOX: smaller lair
    PanelTabIndex: 3

    Name: FLAME
    EffectType:
    Model: lair
    WRKBOX:
    PanelTabIndex: 4

    Name: WIND
    EffectType:
    Model: TRAP_GEM_YELLOW
    WRKBOX: FERN_BROWN
    PanelTabIndex: 5

    Name: NAVI_MISSILE
    EffectType:
    Model: TRAP_GEM_GREEN
    WRKBOX: a celebrate
    PanelTabIndex: 6

    Name: TIME_BOMB_GARGOYLE
    EffectType: (cast spell time bomb)
    Model: 952 (STATUEWO)
    WRKBOX: 895 (a big egg)
    PanelTabIndex: 9

    Name: CHICKEN_GARGOYLE
    EffectType: (cast spell chicken)
    Model: 952 (STATUEWO)
    WRKBOX: 895 (a big egg)
    PanelTabIndex: 10

    SymbolSprites from all are perfect.

    By PointerSprites I have improvised by (chicken)

    Does anyone happen to have these 4 as PointerSprites?

    If some don't exist yet, I know that there is someone who can build that 4 pictures of pointersprites easily and quickly, if anyone is interested, I would like it.


    Maybe someone has their own ideas and concepts for new traps and would like to present them here.



    best regards
    Attached Files Attached Files
    Last edited by Endrix; February 13th, 2024 at 10:33.

  2. #2

    Default Re: New traps/ a full workshop menu


  3. #3
    Imp Yani's Avatar
    Join Date
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    Belgium
    Posts
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    Default Re: New traps/ a full workshop menu

    The whirlwind trap seems fun

  4. #4
    Imp
    Join Date
    Jul 2012
    Posts
    19

    Default Re: New traps/ a full workshop menu

    For pointer sprites, here's a blank pointer that you can add the icons to. Let me know if you need any help.

    Name:  WIPcursor.png
Views: 507
Size:  403 Bytes

  5. #5
    Spider
    Join Date
    Mar 2013
    Location
    Cardiff, UK
    Posts
    206

    Default Re: New traps/ a full workshop menu

    can you give us a script file and cfg file that allows us to use this?

  6. #6

    Default Re: New traps/ a full workshop menu

    Ok, I'll publish it when I've finished the 4 missing pointer sprites.

    If someone wants to create a symbol sprites and pointer sprite for the mushroom trap with pic from MUSHROOM_GREEN_LUM I would also replace with it.

  7. #7

    Default Re: New traps/ a full workshop menu

    It is now complete and I am releasing it here. However, it may require coding knowledge.

    I recommend putting the files in a campaign_cfg in which they will be used. Objects must be complete I believe. door and trap the rest will be found.

    It should also be mentioned that the arrow trap strength is based in keeperfx original. I don't know how it is with the trap in the case or just leave it out.

    And so that doors can be replaced by traps, this is very important:

    [door1]
    Name = WOOD
    NameTextID = 590
    PanelTabIndex = 0

    [door2]
    Name = BRACED
    NameTextID = 591
    PanelTabIndex = 0


    best regards
    Attached Files Attached Files
    Last edited by Endrix; March 4th, 2023 at 14:59.
    Whether you like new content or new gameplay, I would appreciate if you subscribe to my Youtube channel

    https://www.youtube.com/@Xam_Endrix_...n_Keeper/about

  8. #8
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    145

    Default Re: New traps/ a full workshop menu

    Alas I can get none of them to work.
    Have you?

  9. #9

    Default Re: New traps/ a full workshop menu

    It works for me or did I forget something.

    Are the new settings important, even for new ones? Then it could be because:

    Slappable = 1
    Health = 128
    Unshaded = 0
    RandomStartFrame = 0
    ThingSize = 640 512
    HitType = 9
    LightRadius = 0
    LightIntensity = 0
    LightFlags = 0
    TransparencyFlags = 0
    ShotVector = 0 0 0
    Whether you like new content or new gameplay, I would appreciate if you subscribe to my Youtube channel

    https://www.youtube.com/@Xam_Endrix_...n_Keeper/about

  10. #10
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    145

    Default Re: New traps/ a full workshop menu

    Where do you keep the zip file? is it in the fxdata folder?
    As I added all of them to each of them when they didn't seem to work.

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