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TOPIC: [TTT] Tripwires suggestion

[TTT] Tripwires suggestion 6 years 10 months ago #644823

Server Name: TTT

Suggestion Title: Tripwires

How would it benefit the server: gives the Ts more things to play around with and be more tactical

Potential Issues/Exploits: Ts cant trip the wire

Additional notes: this used to be on the server a long time ago and it was went really well and was also a lot of fun to use
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[TTT] Tripwires suggestion 6 years 10 months ago #644855

Tripwires huh? I'm pretty sure ttt_minecraft_b5 (I hope I got it right) isn't a flat map which is bad for the tripwires unless they are intended to go above a few blocks.
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[TTT] Tripwires suggestion 6 years 10 months ago #644871

Annie Montana wrote:
Tripwires huh? I'm pretty sure ttt_minecraft_b5 (I hope I got it right) isn't a flat map which is bad for the tripwires unless they are intended to go above a few blocks.

Some areas are flat but yeah I see where you're getting at
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[TTT] Tripwires suggestion 6 years 10 months ago #645102

It would be fun to play around with.
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[TTT] Tripwires suggestion 6 years 10 months ago #645148

they can be used in the tower and the tester, its like planting C4 because i believe a detective can disarm it just thought we need more T weapons to mess around with
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[TTT] Tripwires suggestion 6 years 10 months ago #645151

They can also be manually detonated if I remember correctly. This would be a very fun thing to add and could lead to some more strategic gameplay from the traitors as they try to make them as unnoticeable as possible

:support:
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[TTT] Tripwires suggestion 6 years 10 months ago #645161

The map has very small, enclosed areas such as the lighthouse and tester (and even the house next to the nether portal) so the tripwires would be very OP. Although, I would like them to be added to the server as they are extremely fun.

(They also can cause T's to kill other T's which leads to more complications for staff members)
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[TTT] Tripwires suggestion 6 years 10 months ago #645167

Jim_Jam wrote:
(They also can cause T's to kill other T's which leads to more complications for staff members)
Just like with C4's and traitor traps, yet it barely causes an issue. And if someone does make a report of it it should be treated the same as with C4's and traps; it shouldn't be counted as RDM.
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[TTT] Tripwires suggestion 6 years 10 months ago #645171

Jim_Jam wrote:
The map has very small, enclosed areas such as the lighthouse and tester (and even the house next to the nether portal) so the tripwires would be very OP. Although, I would like them to be added to the server as they are extremely fun.

(They also can cause T's to kill other T's which leads to more complications for staff members)

tripwires would only can be triggered by innocent and detectives, if Ts can trip in there should be a indication on where the wire is to make it easier and less complications as for the OP side of it the wires are visible if you are looking for them its only really the careless people that get kill by them
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[TTT] Tripwires suggestion 6 years 10 months ago #645187

This is the link to the addon if anyone is wondering: steamcommunity.com/sharedfiles/filedetails/?id=254177306

Also the person who made the addon said the traitors can see the mine similar to a c4 so it would be dismissed as not rdm just as a c4 would be. Also it can be destroyed by shooting it and disarmed by detectives so there are ways to avoid it.
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Last Edit: 6 years 10 months ago by brenzor9137.
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[TTT] Tripwires suggestion 6 years 10 months ago #645209

brenzor9137 wrote:
This is the link to the addon if anyone is wondering: steamcommunity.com/sharedfiles/filedetails/?id=254177306

Also the person who made the addon said the traitors can see the mine similar to a c4 so it would be dismissed as not rdm just as a c4 would be. Also it can be destroyed by shooting it and disarmed by detectives so there are ways to avoid it.

That's good enough.
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[TTT] Tripwires suggestion 6 years 10 months ago #645223

Raeker wrote:
Jim_Jam wrote:
(They also can cause T's to kill other T's which leads to more complications for staff members)
Just like with C4's and traitor traps, yet it barely causes an issue. And if someone does make a report of it it should be treated the same as with C4's and traps; it shouldn't be counted as RDM.

I can see all of the reports rolling in. Wait nvm, add the tripwires!
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[TTT] Tripwires suggestion 6 years 10 months ago #647015

i really hope this can be discussed in the meeting snd bump ( ͡° ͜ʖ ͡°)
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[TTT] Tripwires suggestion 6 years 10 months ago #647024

brenzor9137 wrote:
This is the link to the addon if anyone is wondering: steamcommunity.com/sharedfiles/filedetails/?id=254177306

Also the person who made the addon said the traitors can see the mine similar to a c4 so it would be dismissed as not rdm just as a c4 would be. Also it can be destroyed by shooting it and disarmed by detectives so there are ways to avoid it.

Choose the tripwire addon used by the server before 24 hour minecraft, place them in the lighthouse and boom; profit.
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[TTT] Tripwires suggestion 6 years 10 months ago #647125

Studio Banter wrote:
Choose the tripwire addon used by the server before 24 hour minecraft, place them in the lighthouse and boom; profit.

ayy those were the days walrus XD
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