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amlaborde@windstream.net

Bear Traps, and All Other Wounding Devices.

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My previous thread was deleted due to the lock down earlier today.

People always talk about making this game more unforgiving, so that it will keep you alert and on your toes... Well, what if we had another thing to look out for in the think grassy landscapes.

A bandit, could set up one of those Bear Traps that is sensitive to the touch. It slams closed around your leg; breaking the bone and causing bleeding, along with pain.

Would this be good/bad for the game?

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Doesn't sound bad at all in my opinion. The more freedom the better. To do what you choose in different situations makes the game.

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Here's what I recommended IRT bear traps...

"Bear traps (officially known as foothold traps) are metal devices that can be found around Deer Stands. They always spawn in a deployed position, meaning that they are ready to inflict damage upon anybody who steps into it. Bear traps deal damage equal to 30-50% of the player's current blood (simply getting caught in a bear trap should never kill the player, even if he is close to death - bleeding will kill the player just fine if the player is low on blood and/or passes out from blood loss).

Players who step into a bear trap will always do the following:

1. Stand up with their leg clearly stuck in the trap.

2. Scream out in pain for about 3 seconds, and then begin to panic. (Shouting can attract nearby zombies)

3. Suffer from bleeding, broken bones, and intense pain requiring painkillers.

4. The player should automatically pull the trap apart and remove his leg from the trap, after which he will immediately lie down on the ground due to broken bones.

A trap can be disabled by either throwing something into it (such as a tin can), shooting the pressure plate, or using a tool kit to silently disable it. The bottom line here is that if a tool kit is not used to disable the trap, the trap will make a signature SNAP sound that can alert the person who set it of nearby trespassers.

Notes:

1. Zombies can get caught in bear traps as well. Zombies should remain stuck in the bear trap but not get killed by it. They should just stand there in an aggro stance, stuck in the trap, waiting for some player to come along and claim or reset the trap.

2. Sometimes, a bear trap will require scrap metal to repair it. In these cases, a tool kit is required to make repairs (just like repairing vehicles).

3. Bear traps take up just as much room in a backpack as scrap metal (3 slots).

4. Players who trap other players in bear traps will not get +1 to their Murders count from trap-related injuries. Their best bet is to watch the bear trap, listen for screaming, and move in to finish off the trapped player."

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Good idea.

I am just wondering how often would someone walk into the bear trap. Not very often would be my guess. I hope people see where I am going with this.

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@dale: I think you are trying to say that the chances of somebody actually running into the trap are so low that it is probably not worth trying to develop. I honestly agree with this, but it is still a popular request here on the forums.

Another discussion that was going on here was in reference to tripwire-based booby traps. Here's my opinion on tripwire traps.

"Tripwire traps are homemade devices that can be built using other objects in the world. When triggered (either by players, zombies, or thrown objects) they expose the activator to some kind of danger, such as a live grenade or a live flare. Tripwire traps require a toolbox to construct and/or disable.

Tripwire traps consist of the following parts:

1. Wire

2. Scrap metal (just 1 pile, for the metal stakes)

3. Empty tin can (to place the danger item into)

4. "Danger item" (grenade, flare, smoke grenade, etc)

A tripwire trap can be set off from a distance by either throwing something into it (such as a tin can) or shooting the wire. Players can also use a tool kit to silently disable it, after which point the trap turns into a pile of loot containing its ingredients (including the danger item). The bottom line here is that if a tool kit is not used to disable the trap, the trap will be set off which will expose the activator to the danger item.

Notes:

1. Just to be safe, tripwire traps are inactive for the first seven seconds after they are placed. This will allow the person who placed it to get away from it safely without setting off his own trap. (This is due to ARMA 2's movement system and/or any lag that may reduce the player's ability to naturally back away from the trap.)

2. Zombies can trigger tripwire traps just like normal humans.

3. Tripwire traps can be stepped over if approached carefully. (This might not be possible in due to ARMA 2 restrictions.)

4. Tripwire traps can be placed anywhere in the world - indoors or outdoors. Ideally, tripwire traps conform to the area they are placed in...ie indoors, they "just work" and automatically place themselves down across a hallway or door frame. Outdoors, wires can be up to 8m long. (This would need some careful code work to implement correctly.)

5. Tripwire traps take up just as much room in a backpack as scrap metal (3 slots).

6. Players who use grenades in their tripwire traps WILL get +1 to their Murders count if the grenade instantly kills the player who triggered the trap."

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