Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Wednesday, May 16, 2012

How to disarm traps in Dragon Age: Origins

Question

I was playing Dragon Age:Origins when i came across a trap, however i was unable to interact with it (other than set it off) and as i was in combat at the time, i waited until i had killed all the dark-spawn in the area, however i was still unable to get my rouge character to disable, or even interact with the trap.

Am i missing something?

I dont have the "Trap Crafting" perk, but is that needed for Trap disarming as well as crafting?

Asked by Gareth Jones

Answer

You need a rogue in your party in order to disarm a trap. So, that's the first thing to check. You will also need sufficient lockpicking skill, as discussed on this and other pages. As with any rogue ability, Cunning always helps.

The basic formula seems to be L = (cunning - 10) + 10 * [lockpicking rank]

Once a trap's been detected (remember - the faster you move, the less likely the trap is to be detected, so take your time in enemy dungeons), you just have to right-click on the trap and your rogue should disarm it. I'm not 100% certain if you need to be in active control of your rogue as I always was.

If you satisfy all the conditions but right-clicking still does not work, double-check your key bindings just in case.

Answered by Alex

Saturday, January 14, 2012

Is it possible to disable or disarm floor traps in Skyrim?

Question

So I'm walking along in a dungeon, happy as can be, thinking of bunnies, when BAM, giant spikey gate to the face. Or I'm set on fire. Or impaled. All rather annoying.

Almost every dungeon has traps triggered by stepping on sort-of concealed floor plates. I was wondering if there is a way to disable them, especially since followers are rarely smart enough to step around them. Having to go into command mode, order them carefully around the trap, and then move forward myself is a huge waste of time.

Is there any way I can disable them, either temporarily or, better yet, permanently (while I'm in the dungeon at least)?

Answer

If you place something on top of a pressure plate trap, such as a corpse, it will keep it triggered so it will not reset. Note, the trap will trigger the first time you do this.

However, this does not work for traps such as the fire traps that trigger when you stand on them as they'll keep burning until the weight is removed.

Another way to avoid this issue (PC ONLY) is to give the light foot perk to your follower via the console.

Sunday, October 23, 2011

How do you make an effective Minecraft mob trap?

Question

Alright, so what's the best way to go about making a good mob trap in Minecraft? Here are some traits I'd like to have in the trap:

  1. Easy to build.

    Although I have (or can easily obtain) whatever materials needed for a mob trap, I'd prefer it to be simple, as I have a talent for melting myself in lava, falling down extremely deep pits, and other unfortunate accidents.

  2. Completely reliable.

    Preferably, once I build this trap, I'd like it to be mob-proof, with no chance of 3 spiders clogging the trap for an hour. Additionally (although this isn't quite so important), it would be nice for there to be an escape route, in case I accidentally fall into the trap myself.

  3. Good item-gathering.

    Self-explanatory. I want the trap to gather all of the items (losing string I don't care about, but I want to collect all the useful drops like gunpowder and arrows), and deposit them via water/whatever method works at a nice drop-off point outside the trap.

So, given these three preferred qualities, what would be some good traps for me to build?

Answer

I highly recommend Etho's excellent subterranean spawning pads with a water-based mobevator for moving mobs to the surface. An ammended tutorial for the mob-spawner and transporter can be found here.

The video doesn't include a mob-killing mechanism but there are multiple examples on his youtube channel. Personally I prefer transporting them a bit to the side of the mobevator, then leading them up a 2x2x4 tube of water with signs creating a gap one tile up from the ground. The mobs swim to the top and drown in the enclosed 2x2x2 cube of water, while their drops fall through the gap and into the bottom 2x2x1 water stream that you can channel wherever you want to.

[Edit: I forgot to address your requirements.]

Easy to build? It requires nothing but pickaxes and a bucket. Glass makes it easier to construct but isn't necessary.

Completely reliable? I have never seen a clog, ever, nor has it ever failed to kill a mob.

Good item-gathering? 100% recovered drops, no lava or cacti to destroy them and you can channel them to a single tile anywhere you want with the output water stream.

Wednesday, October 19, 2011

What are the extra weapon/trap slots for?

Question

In Orcs Must Die! in both the spellbook and upgrade page there are extra slots left over after finishing the story on War Mage, and after playing through a few levels of Nightmare mode, it doesn't seem that there are any new traps/weapons coming.

Are these spare slots left there for future DLC, or is there a way to unlock these new weapons that I'm just missing?

Answer

These are just spare slots. The items doesn't exist yet, and are most likely to be included in future updates or DLC.

Sunday, October 9, 2011

How do crossbow traps work?

Question

What kind of attack does a weapon trap with only crossbows use? Does it use bolts, and if so, which ones? Or does it only use the melee bash attack?

Answer

Weapon traps with ranged weapons are exactly like weapon traps with anything else - when the trap is triggered, the weapon attacks.

Ranged Weapon Traps specifically, however, do require ammo and need to be reset, same as Stonefall and Cage Traps (but with bolts rather than stones or cages). They'll use whatever bolts your Trapper (or maybe mechanic, I forget which profession involves trap construction) can get their hands on, so you might want to forbid certain bolts / use barrows if you'd rather the trap be loaded with a specific batch.

Tuesday, August 30, 2011

Which gems are most useful in traps in Gemcraft (Chapter 0)?

Question

In Gemcraft Chapter 0, which of the 8 gem colors are the most useful in traps? Are there some colors that are only worth it to put in towers?

Answer

Well, this depends on your playing style, but generally, any gem that has a long-lasting effect (i.e. Slowing and Poison) are better, because their Effect is enhanced.

Damage-causing gems become less effective, so Splash and Shock are not good choices for normal play. They could be a good choice on a swarm level, however.

And finally, if you are using Stealing gems primarily as a source of income, you would, of course, benefit in placing them in traps, rather than towers.

Tuesday, August 16, 2011

Is there a way to create a water item-slide from a creature-trap without chickens passing through it in Minecraft?

Question

I have created a vertical trap that uses water to drag unsuspecting creatures from the surface into a vertical pit, they literally fall to death.

Well, except chickens, and sometimes spiders.

Right now I have to open a door and enter the trap periodically to recover loot from the creatures.

I would like to set up a water "slide" at the bottom that would make items dropped by dead mobs flow with the water out of the trap and to where I stand, however, to do this I have to open one cube of the bottom of the trap for the water to flow through, and apparently that's enough for chickens to get past. I tried this, and when I got back from dinner, I had about 15 chickens flying around me, outside the trap.

I have created an elaborate drowning tool to handle chickens and spiders that survive, but this of course only works if the mob is still in the trap, and not roaming around outside, and I have to manually activate and deactivate this, so it's not automatic. However, if the spiders and chickens could just stay in the trap, I have no problems with activating this from time to time.

However, I don't want to go chicken-hunting in the cramped area outside the trap.

Is there any way I can set up such a water slide, get the items to exit the trap, without getting the outside of my trap filled with chickens?

Basically, the bottom of my slide, seen from above, was like this:

RRRR  <-- R is rock
R WR  <-- W is a water source, this will flow down and to the left
R  R
R  R  <-- vertical shaft is over
R  R  <-- this 2x2 area (the spaces between the rock)
R  R
R RR
RSRR  <-- S is where I stand

In this case, everything is covered up, except that the cube just above the S has to be open for the water to pass, and thus the chickens can escape.

Is there any way for me to get the loot, without opening up for chickens?

Answer

put a slab on the square you are standing on and leave a 1 square gap in the direction the water is flowing from (use glass if you want to be able to see what's coming). The slab will prevent anything from being pushed through but you will automatically pick up the items as they approach.

Adding a picture to clarify:

Side view:

%G%%%W
UG%%%W
UG%%%W
SWWWWWW = water
% = blank space
G = glass
U = where you stand
S = Slab

The chickens won't be able to move into where you are due to the half slab keeping them in the water tile beneath the glass.

Sunday, July 24, 2011

What's wrong with my mob trap?

Question

I have made a 50x50 mob trap as specified in the tutorial here but everytime I enter the area, mobs spawn inside of the trap, but after they die, no more appear. What am I doing wrong?

The floor of the trap is at y = 67 and the collection point is at the side of one of the edges of the trap at y = 54. Is my collection point affecting the mobs spawning?

Mob Trap

Answer

Depending on whether you consider it "cheating" or not, you should find out if there are other caves nearby that are consuming your mob cap.

If you press F3 in game to get the debug menu and look at the value for E on the second row. This will tell you the number of entities (including mobs) that are visible/in-game. If the second number stays high when all the mobs in your trap have died, then it is likely they are spawning elsewhere.

Spawn region is roughly 272 x 272 around the player, with a 24 block sphere (yes they apparently do exist in MC) around the player excluded from possible spawning. This means if there are any dark spots in that region, mobs will amass there and your mob trap will die out.

If you want to take the "cheating" a little further, you can use something like minutor to show you the caves in your map and head out to light them all up. You'll also need to light up the ground in that 272 x 272 region as well.

This is why building a high rate mob trap "legit" is a pain in the ass! I'm amassing TNT to destroy the entire 272 x 272 area down to bedrock, that should stop them spawning :)

NB: I use the word "cheating" lightly, it's your game, play it how you want.

Sunday, July 17, 2011

Why am I getting slapped around by giant fish?

Question

I'm playing Recccetear, and in the "Jade Way" dungeon, I appear to randomly be assaulted by screen-wide giant fish.

They're not particularly hard to dodge (once you stop being surprised by them) and don't deal much damage, but I'd like to know what's causing it in the first place. Is it a special attack of one of the enemies?

Answer

It's not a special attack done by any of the enemies. It's one of the random trap-type occurrences that can happen in a square, like the rocks falling. There's really no way to predict it happening at all. You just have to dodge carefully.

Sunday, July 10, 2011

When do Fighter AI monsters voluntarily drop down wooden platforms?

Question

Consider this pit:

Goblin mosh pit

During a Goblin Invasion, I noticed that some of the goblins drop down into it. As you can see, it's too deep for them to jump out of, and a little lava and I'd have myself a Blood Moon/Invasion grinder.

However, they don't always jump down. Sometimes, mostly when I'm nearby, they just jump right over the pit. Mostly, goblins coming from the right seem to fall for/in it.

How would I need to build this pit so that the goblins always jump down, other than positioning myself directly under or in it?

Answer

I believe the only way to ensure they move downward is to position yourself below the pit. This is why most of the mob traps you will see involve making them go above you, usually jumping up platform ladders into a pit they can not get out of.

Just basic observation of humanoid movement is as follows (from my own personal experience) Fighter AI based creatures will choose to move' down when ever they can, even through platforms. They also will jump when they reach a cliff face. Lastly, when you are around and on an elevation different than the humanoid creature, and that creature approaches an edge where elevation goes up or down, it will jump.

Hope this helps