Hey guys - dumb as shit dog admin here You ever wonder why some of these traps are abused because of how slow the traps go? Yeah well this round the traps are put into maximum overdrive. All traps are able to be pressed and used at an instant, regardless of type of trap. That trap that just took a few seconds to even begin to drop? Just immediately killed that player trying to speed their way through. All trap respawns are also significantly faster! It's a fun round for deaths to finally get that speed they want. They need some love too ya know
Is this even possible? I dunno how its coded, but I dont think theres just a variable on trap delay that you can change at will. Correct me if im wrong, but I feel like this would be far too much work to code for what it would be worth. All it sounds like is an easy death win, and not too fun for the runners at all.
Trap respawn is possible iirc, as for the whole 'traps execute faster' that might be a bit more difficult to achieve
Trap delay is something handled in hammer. Each trap is very simply created. Here let me walk you through a basic deathrun trap and how you could go about making this happen husky. Spoiler: basic trap So here is the basic trap. Pretty ordinary. It is just a simple trap door that causes someone to fall onto a trigger_hurt that instantly kills them. Nothing special really but damn effective. This is the component that makes it activate. It is a button that has an output of activating the trap door on being pressed, but has a delay of 2 seconds. This means the output will not fire until exactly 2 seconds after the button is pressed. Spoiler: BUTTOn That leaves two solutions. You can remove the delay on every single trap or you can change the movement of each individual part. This is very tedious and wont work on every single trap as not every trap is the same or functions the same. Even if you did change all the traps on every single map, you would have to switch to these motified versions of the map for that single round and swtich back. I'm sorry, it just isn't practical to do it. Unless pixel or someone knows a way to bypass hammer using a script, but I figure that script would be much harder to code than you'd imagine, and ultimately not worth it in the long run.
We try and stay away from modifying maps (in hammer) here since it's normally solvable via lua so, so long as it's a property in hammer I mean, it should be doable hopefully.
What I am trying to say is that every trap is different (you should know that) so really it would be sort of hard to uniformly apply a single script to all of them without great amounts of time and effort. Personally, I dont think it is worth it to have a fun round that makes death more overpowered than they already are.
Well, most traps have a specific type and such which we can grab and modify, buttons sometimes are attached to the trab object as well so we could do it that route as well. It'd be a learning experience, that's for sure.