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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
    Last edited by Endrix; January 12th, 2023 at 09:47.

  2. #2

    Default Re: New traps/ a full workshop menu


  3. #3
    Imp Yani's Avatar
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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
    18

    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: 380
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 13:59.
    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
    138

    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
    138

    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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