Earlier I was screwing around with hyper trigged traps when i noticed that several interesting things happend. First they attack totally at random and second is that they are not clickable therefore invisible while attacking. The gun trap pops up as soon as a targetable unit comes in range, it will not go down after that. while the others stay in hidden state. This has several uses from the terrain aspect from the guntrap tower to the illusion of buildings firing missiles.
http://www.mediafire.com/?9tmxlbmvnj5
Earlier I was screwing around with hyper trigged traps when i noticed that several interesting things happend. First they attack totally at random and second is that they are not clickable therefore invisible while attacking. The gun trap pops up as soon as a targetable unit comes in range, it will not go down after that. while the others stay in hidden state. This has several uses from the terrain aspect from the guntrap tower to the illusion of buildings firing missiles.
[quote=Fallen]wait so for the missle traps do the missle just attack at random places[/quote]
No, the missile traps only attack enemies, but they do not do the opening or closing animations. Instead they stay perfectly still and missiles shoot out, giving the effect of missiles blasting out from a floor tile.
Nice find, btw. Some unit just walks down the hallway, and missiles start shooting from the floor. :D I wonder if it would be possible to have two kinds of traps in the same map at the same time, ones that act normal, and others that don't, sort of like triggers using waits created after hyper triggers have a lot longer waits while those created before are normal.
No, the missile traps only attack enemies, but they do not do the opening or closing animations. Instead they stay perfectly still and missiles shoot out, giving the effect of missiles blasting out from a floor tile.
Nice find, btw. Some unit just walks down the hallway, and missiles start shooting from the floor. I wonder if it would be possible to have two kinds of traps in the same map at the same time, ones that act normal, and others that don't, sort of like triggers using waits created after hyper triggers have a lot longer waits while those created before are normal.