TRAPS
Keywords: TRAPS, TRAP
=== USER MANUAL ===
Usage: install <trap> [direction]
disarm <trap>
Description:
Traps are installable devices that watch their surroundings for
movement and respond when an eligible target enters their pattern.
Installing places the trap from your inventory into the current room
and arms it. Disarming returns it to your inventory.
Direction is required when installing line- or cone-pattern traps.
For radius-pattern traps the direction is ignored.
Trap Kinds:
Alarm Silent to the triggerer. Sends an [ALARM] notice to
the installer (if online) naming the triggerer and the
trap's room. Does not damage.
Claymore Detonates on entry. Inflicts the configured damage and
damage type to the triggerer. Defaults to Explosive
damage if no type is set.
AVM Anti-vehicle mine. Same blast as a claymore, but only
triggers when the entering target is mounted on a vehicle.
Sentry Active turret. Scans its pattern once per second and
fires on the first eligible target it sees.
Pattern Shapes:
Radius ... All rooms within N steps of the trap (flood-fill
BFS through valid exits).
Line ..... A straight walk of N rooms in the trap's facing
direction. Stops at walls or impassable terrain.
Cone ..... N rooms forward, widening perpendicular to the
facing at each step (3 wide at distance 1, 5 at 2,
7 at 3, ...). Vertical facing degenerates to a line.
Pattern size is configurable from 1 to 8 rooms. Walls and
BARRIER exits block expansion in every shape.
Flags:
AttacksFlying Trap fires on flying targets. Without this
flag, anyone affected by AFF_FLYING is immune.
OnlyVehicles Trap fires only on mounted/piloted targets.
Implicit on AVMs.
NoFriendlyFire Suppresses installer / clan / group / faction
immunity. The trap will fire on anyone who
isn't otherwise immune.
Viewable Standard ITEM_VIEWABLE object flag. Makes the
trap surface in scan results, and leaks its
trigger-range overlay onto the maps of any
witness within scan range.
Uses & Durability:
Uses Number of triggers remaining. -1 is infinite.
Decrements on each successful trigger; the trap is
destroyed when uses reach 0.
Durability Physical condition. Reduced by damage and wear, but
not consumed on trigger. A trap at 0 durability is
broken and cannot be installed.
Disarm:
disarm <trap> picks an installed trap up out of the current
room and returns it to your inventory, leaving it inert until you
install it again. The trap's facing direction is cleared, so you
can redeploy it pointed a new way.
- Only the original installer can safely disarm a trap.
- Disarming is instant and does not consume one of the
trap's remaining uses or any durability.
- The trap must be visible to you in the current room --
anything that hides an object hides it from disarm as well.
Friendly Fire:
Unless the NoFriendlyFire flag is set, traps will not fire on
targets friendly to the installer:
- The installer themselves
- Same clan (both must be in the same clan)
- Same group or follower chain
- Same faction (race-based)
Anyone with the AFF_TRAP_IMMUNE affect is always immune,
regardless of flags.
Map Overlay:
The pattern of an armed trap renders as a faint
red background tint on your overhead map, marking the
cells that will trigger or be hit. By default only the installer
sees the overlay. Traps with the Viewable flag also leak their
overlay to anyone within scan range.
Notes:
- A trap dropped without being installed is inert -- it does
not arm until you install it.
- Sentries fire at most once per second.
- AVMs detect riders mounted on a vehicle but not drivers
sealed inside a vehicle interior.
- If the installer is offline, clan / group / faction
immunity gates cannot be checked, so allies may still trigger
the trap.
Related Helpfiles: INSTALL, SCAN, AFFECTS
=== END MANUAL ===