Scout Archive

Thread: / command for throwing traps?

IG99
Mon Aug 25, 2003 7:27 am
#1

Is there a /throwtrap command of any type in game?



The reason I as is that I'm one of these hyper-organizational people who likes everything to be a certain way. I originally wanted to be a bounty hunter, so I dutifully picked up marksman and scout, with medic thrown in to speed up downtime.


So, being the freak that I am, I immediatly set up 3 hotbars: one each for pistol, carbine, and rifle. The top 4 of the middle set of hotkeys (f5-f8) are my traps. For the most part I use the same traps for either of the 3 weapons, the exception being rifle--I use the traps that hit mind for that one, instead of dizzy and state reduction. Why is this important?


I like to rotate often the weapon I'm using, since I have to raise all 3 to hit master marksmen. So I switch hotbars often, and I have to load a trap into all three bars everytime I use an itty-bitty stack of 5. If there was a command in game similar to /healdamage that uses any available, applicable stimpack on the subject, my problems would be over, I would merely have to keep traps in my inventory, as opposed to individually loaded onto my hotbars. It would help if they would fix containers so that you could pack away your stimpacks and still use /healdamage, and that it could work this way for traps too, but I'd settle for just a /throwtrap command.



Failing that, do you think it would be possible to add a recipe to our trap crafting that would allow us to combine small stacks into one bigger one? For instance, a 'Dart Gun' that takes 20 Pheno dart stacks, and some metal components that makes a 100 shot Pheno Dart? Or perhaps a special container-- 'a Phenocine Dart Gun' that only holds phenocine darts, or just 'a dart gun' that onl holds one kind of dart(gives error message if it has a dart and you try to put another kind in it) and option 1 of it's menu is 'launch dart' so that it can be hotkeyed? Then an 'Improved Phenocine Dart Gun' could be made at a higher level, that enabled the launching of darts at 64m instead of just the 40ish it is now. Of course, 'A grenade Launcher' could be created to fill the same need for us and commando's that use grenades--a container that only holds one of trap or grenade, and option 1 is 'launch' so it can be hotkeyed.



I'd be happy either way, though assuming they fix the container issue one day (medics I know absolutly twitch when it's mentioned) I'd rather have the "/" command as opposed the the special launcher--unless I could get better range out of the launcher.

IG99
Mon Aug 25, 2003 7:37 am
#2

A second thought occured to me concerning the dart gun idea.



Even without the need to use a special container, I'd like to see 'A Dart Gun' put in game, with the same refire rate as throwing traps has,64m range,and 0 damage. Then it would use Darts the exact same way other weapons use powerups--effectivly making the darts be ammunition. Trigger the gun, it shoots a dart 64m to the target, and runs out when all 5 darts are used.


Sure, you could throw the dart, but who does this even today, much less in a spacefaring age like in SWG?

RozhlokLightningskull
Mon Aug 25, 2003 8:23 am
#3

IG88:


Here's what I've been doing lately, and it seems to be working pretty good. I have five toolbars of double rows setup.


Toolbar one is a generic toolbar that is something that is only up when I start the game. Both rows of F1-F5 are the same on all 5 toolbars: Stand, kneel, prone, burst run, Attack, Mask scent, /harvestcorpse, stim b's, forage and peace. Now it gets tricky in F6-F8. I have all my weapons on the first tool bar in slots F9-F11. I use macros to then switch pane, equip weapon and then go to the the custom pane I have setup for each weapon. For example:


/ui action toolbarPane00 /*switches to default pane where weapon is located*/


/ui action toolbarSlot08 /*equips Scout Blaster*/


/ui action toolbarPane01 /*switches to pistol pane which contains all generic moves and useful pistol specials*/


I use this techinque for each weapon class and a use something similar for my traps. When I press Shift+F11 from any toolbar it goes to the traps pane which has9 slots open for all my different traps. It also contains my generic actions like stand, attack, peace, etc. I can also switch back to my custom weapon pane by pressing F6-F8 (depending on weapon class).


I have been very efficent with this technique it has really helped with trapping and scouting XP.





/+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
| Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
| Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
\+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

DeltaXi65
Mon Aug 25, 2003 9:02 am
#4

Guys,


What Roz is doing is the best way to do this - check the threads on camp macroing as well, as this is the /ui action toolbar command is the same one you'd use for trap macroing.


The /throwtrap command was an internal command that was used for Beta testing only, according to the Scout dev, and was not intended for use in the game.


The stackability of traps is something that I've brought up. I'm not 100% sure of the reasoning behind this, but I believe that the stackability is designed so that you cannot continually spam traps out. I'll see if I can get a devs response to this question.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

IG99
Tue Aug 26, 2003 9:37 pm
#5

I might do something like what Roz has suggested, though it does not really address my problem except to give me more slots to hotkey traps into. I'm not a big PvP'er, and don't really like switching weapons alot in the middle of combat, I'd rather asses what I need before hand, and have it ready. I can see where you need to in order to take advantage of various specials quickly in pvp, but fighting creatures in a group is not nearly so demanding.



Thanks for the tidbit that there was in beta a /throwtrap command, I had no idea. It just seemed to me to be something that their should be, with the same kind of functionality that the stimpacks had, though I can see there being some problems given the many different kinds of traps there are. I guess they could do it with arguments, like /throwtrap Phenocine, /throwtrap Stinkbomb.. etc.



Ah well. I guess I can just hold out hope for eventual stacking to be added in some way. It would probably help with some of the database control if they did allow it, since if there was a recipe for a 50 charge trap that took 10 completed traps to make, most people would carry the larger item just for convience, thus less items to remember and have to log in the Database. I'd be willing to bet that resources, meds, spare CDEF weaponsand traps are the biggest strain on the database currently, and they would save themselves alot of trouble if they would allow refinement of resources, stacking of meds and traps, and some way of turning those billions of excess weapons into salvaged parts for the creation of other things--possibly just a few units of midgrade steel.

Vorlin
Wed Aug 27, 2003 2:03 am
#6

Definitely going to pay attention to this thread as I'm just now starting to read the forums and I'm a master scout going for master ranger and master teras kasi.

As for /throwTrap, the way I'd figure it, if it's not in the game, then why is it showing up in my combat screen whenever I use a trap (outside of the obvious answer, of course). But that doesn't bother me so much as the following ideas (that probably have already been brought up):

1 - perhaps a 2x stack on traps. Two sets of phecnacine darts could be combined for a 5+5 = 10 stack. That's not unreasonable, I would think. It limits the number of traps in a slot but also helps out in those situations where you need more than just two adhesive mesh traps (which are all you can make at a time) and you don't want to go into your inventory to equip them, etc... As for the "spamming out traps", I'd agree on that if I weren't already lagged 5 seconds (roughly) per trap thrown. If I pull off all my good traps on a mob, it's already half dead due to party interaction and I'll get very little combat experience but decent trapping experience (see Trapping Fambaas, hehe). I think it'd even it out if they let you stack 2x the ratio of traps made a time, per trap.

2 - combining varying meats/hides/bone. How many times have we had four containers of Wooly Hide or Leathery Hide and wanted to combine them into a single container? I *know* that could be done, simply because if I can carry 2k steel in one slot, I can definitely carry more than just 24+190+539+325 of one kind of hide/meat/bone (random numbers).
DeltaXi65
Wed Aug 27, 2003 4:24 am
#7

Vorlin,


The reason why those different containers aren't stacking is that they've got different attributes. If they had the same attributes, they WOULD stack. Examine them and you'll notice they've got different overall qualities, decay resistence, etc.


What I do to clean up my inventory is I have a "Scout Equipment" pack that I dump all of my harvested hide/bone/meat into so that it's not cluttering up my main inventory. Inside it I have a cargo pouch for my camps as well.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

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