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Author Topic: New Uses for WA Tomb Building Tools  (Read 2801 times)

Offline Hosfac

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New Uses for WA Tomb Building Tools
« on: March 12, 2011, 10:37:42 PM »
In the swap shop, Ausette built a wonderful community lot called "Alto Oil Fuel Station," which has a simbot recharging station upstairs.  For those of you who are unfamiliar with how it works, the simbot goes into the room and stands on the platform, then another sim stands on a WA switch outside the room and it activates a hidden electricity trap inside the room, which charges the simbot (a simbot's energy bar is refilled when it gets electrocuted).  Once the sim gets off the switch, the trap deactivates and hides itself again.

I am in the process of building a house for an inventor, and I wanted to put something like this in the basement.  However, I can't figure out how the WA items work.  My problem might be that I can't get the trap and the switch to link to each other, but seeing as how I can't get it anywhere close to working at all, I'm not really sure if this is the only issue I'm having.  I've read the guide here, but I'm not seeing the options mentioned when I try to link the items (and it uses an example with a torch and a door, 2 items that I'm not using).  I've also searched the internet for answers, and a majority of the "guides" are nothing more than the article on the EA site, copied and pasted verbatim, which wasn't any help either (and used the same example as the one here).  I did find one guide that discussed traps, and it seemed like it was what I was looking for, but when it got to the part about linking the triggers, the writer got incredibly vague and never said what he did to achieve the effect.  I did send a message to Ausette (since she's done precisely what I'm trying to do), but with her being in college, she might not have time to answer me right away.

So basically what I'm asking for is step-by-step instructions for placing and linking the trap.  I need it to be dormant and hidden to start with, then to activate when a sim stands on the switch, and then returns to a dormant and hidden state after the sim steps off the switch.  Of course, the switch will have to reset afterward so it can be reused.

I don't really require pictures, as I've played around with it enough to know what's in all the menus.  I've also removed the trap and switch, so please assume they're not placed yet.  

Offline Ausette

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Re: Traps in houses
« Reply #1 on: March 12, 2011, 11:35:01 PM »
I've just sent you a Private Message, Hosfac  ;D. For the sake of the thread, I'll paste it here:

Okay. First I went and turned on testingcheatsenabled true and buydebug, and placed a switch and a floor trap on the lot. I control-shift-clicked the trap and selected 'Toggle Visual Style' to get the right image, but that's optional. Then I prepared the trap, by CS-clicking and selecting Set Trap Type -> Electricity and Set Trap State -> Dormant and Hidden. Now we're ready to set links and triggers.

First you set the trigger. To do this you CS-click the trap and select Link Triggers -> Step on. Then you set the link to the trap by CS-clicking and selecting Link to Activated Behaviour -> Set to fire. If you hover your mouse over the trap at this point, you should be able to see some pink arrows and outlines around the trap and the switch, which means it's working. If you step onto the switch, the trap will fire.

We're not done yet though; if we want the trap to be reusable we have to make it deactivate when we step off. This is done in almost the exact same way; You CS-click the switch and choose Link Triggers -> Step Off, then go to the trap and set Link to Activated Behaviour -> Set to Dormant. There, now you have a hidden electricity trap that activates when you step on the switch and vanishes again when you step on! I hope I made that clear enough to follow  :).
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Offline Ausette

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Re: Traps in houses
« Reply #2 on: March 12, 2011, 11:42:49 PM »
Now that we've got this thread, I'd like to use it to throw around some more ideas. What else can we use the WA tomb-building tools for? I've used Firing and Visible fire traps to make bonfires in the past, which are great for camping areas and vampire voodoo dungeons (I've done both). I can't do it personally, but I've also seen people using the Processor to make lights flash in certain sequences, which would be epic for nightclubs. Who else has ideas? I'd love to use more WA tools for my buildings. :)
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Offline Simstar3

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Re: Traps in houses
« Reply #3 on: March 12, 2011, 11:57:37 PM »
Using Dart traps for an obstacle course?
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Offline Hosfac

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Re: Traps in houses
« Reply #4 on: March 13, 2011, 12:48:45 AM »
Ok I now see where my problem was.  I was thinking that the traps would have specific setting toggles, but instead linking them is more of a cascading process.  Your last click indicates what your next step in the process should be, depending on what you want it to do.  My traps now look like yours do in the fuel station, and they work exactly like yours do!  Thanks a bunch!!

What else can we use the WA tomb-building tools for?

For the same house, I was intending on setting up a steam trap for quick extinguishing, in case there's an explosion that catches her on fire.  It just seems more "tech savvy" than simply installing a dive well to jump into.  However, I'm not totally sure if you can get someone to jump into it when they're on fire and panicking (although I would think so).  To do that, I would set the trap as "armed and visible," correct?  And it would go off any time someone steps into it, just like the ones in the Temple of Heaven (Pangu's Axe), right?

But now that I'm thinking about it:  We've all had sims who have cooked on a cheaper stove and caught their kitchen on fire.  Maybe it would be possible to use steam traps as sort of an "automatic sprinkler system."  Whether or not you can convince a panicked sim to step on a switch during a fire is the only real question.

Offline Ausette

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Re: Traps in houses
« Reply #5 on: March 13, 2011, 07:55:13 AM »
Steam traps are a bit odd. When they're firing, your Sim always has an option to jump into them unless they're already soaked, so it'd be perfectly viable to just set one to 'Firing and Visible' near the inventing table for your Sim to jump into if they catch on fire. I just tested it in-game, and yes, it's totally possible to extinguish your Sim in this manner (although for my inventor I've just added a shower near the bench). I like your "Automatic Sprinkler System" idea too  :). Would you have a row of hidden steam traps that activate when you hit the switch?

Using Dart traps for an obstacle course?

Cool! You could set up a whole little mini-tomb in the basement.  :)
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Offline Hosfac

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Re: Traps in houses
« Reply #6 on: March 13, 2011, 12:44:28 PM »
The sprinkler system didn't work.  When there's a fire on the lot, everything but the fire becomes unusable on the lot.  Toilets, bathtubs, beds, bookcases, and the switch.  Too bad, because I really had high hopes for that one.   :(

However, the emergency self-extinguishing system works perfectly (and seems to work faster than a shower).  I tried it with the "crash test dummy" sim I made for the sprinkler.  Armed and visible is definitely the way to go.  When I install them in the house I'm designing for my inventor, I'm going to make them so they're unable to be disarmed, them place them against the wall and put 2 walls on either side to make them impossible to cross by misclicking.  I'll probably put steam traps on the 3 walls too, just for effect.

Another thing I'm considering doing now is building graveyards for the swap shop.  In addition to the standard mausoleum, these would have a custom built mausoleum with a little "surprise" in the basement.  There's no reason in the world why the adventures should have to end when you come home ;).

Offline Ausette

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Re: Traps in houses
« Reply #7 on: March 14, 2011, 01:14:45 AM »
Ooh, a secret necropolis, I like that! I've built a dungeon before, and you'd be amazed how much the paint patterns can look like bloodstains if you put your mind to it. Would you like me to upload some pics?
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Offline Seabody

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Re: Traps in houses
« Reply #8 on: March 14, 2011, 03:57:04 AM »
Ooh, a secret necropolis, I like that! I've built a dungeon before, and you'd be amazed how much the paint patterns can look like bloodstains if you put your mind to it. Would you like me to upload some pics?

Yes Please!!!


Also, a free burglar alarm? E.g Secret back door where the family come in, a main door infested with traps, triggers to trigger traps, and triggers to trigger triggers to trigger traps? A security room where a sim stands on a pressure plate (floor switch) and triggers a flame trap, blocking the path, then another reset switch, so the cop can get in and arrest a robber?

Offline Hosfac

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Re: Traps in houses
« Reply #9 on: March 14, 2011, 04:09:49 AM »
Absolutely!  While I had a few things in mind already, I could always benefit from seeing what other people have done.  You were the one who pretty much inspired this anyways, and you're designs are always genius quality.  I've got an Alto Oil Fuel Station in every town (other than my Dynasty game).

Offline Ausette

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Re: Traps in houses
« Reply #10 on: March 14, 2011, 04:49:38 AM »
Absolutely!  While I had a few things in mind already, I could always benefit from seeing what other people have done.  You were the one who pretty much inspired this anyways, and you're designs are always genius quality.  I've got an Alto Oil Fuel Station in every town (other than my Dynasty game).

*blushes* Deary me, you're rivalling Leto for charm right now. Anyway, I've done you one better and uploaded the whole lot here. I'd put it on the Swap Shop, but it's a bit rough and I'm a perfectionist  :-\. It's primarily a club so the dungeon's only small, and it contains AMB, WA and LN content. Make sure you play it with a Sim to get the full effect, the switch to get in is between the girls' toilets and the water.  ;)
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Offline folcon

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Re: Traps in houses
« Reply #11 on: March 14, 2011, 09:58:09 AM »
Ooh, a secret necropolis, I like that! I've built a dungeon before, and you'd be amazed how much the paint patterns can look like bloodstains if you put your mind to it. Would you like me to upload some pics?

Now if we could just get chains to hang on the walls, and maybe some old school torture room items for decor.  You know, like the Rack and the Iron Maiden.  Maybe after mediveil comes out, a stuff pack will follow for sims3 that includes walls, decor, and clothes for your sims to wear.  That would be cool.

Offline TheChronicR

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Re: Traps in houses
« Reply #12 on: March 14, 2011, 10:35:16 AM »
Maybe after mediveil comes out, a stuff pack will follow for sims3 that includes walls, decor, and clothes for your sims to wear.  That would be cool.

I really doubt that. The next stuff pack is going to be released no time soon, probably in September 2011.
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Offline Hosfac

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Re: Traps in houses
« Reply #13 on: March 14, 2011, 02:07:30 PM »
Now if we could just get chains to hang on the walls, and maybe some old school torture room items for decor.

The Gothic Set at the Sims Store has some rather macabre decorative items.

I'm downloading the lot as we speak.  Putting a dungeon in a vampire lounge is a neat idea as well.

Offline Ausette

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Re: Traps in houses
« Reply #14 on: March 14, 2011, 11:38:10 PM »
Now if we could just get chains to hang on the walls, and maybe some old school torture room items for decor.  You know, like the Rack and the Iron Maiden.  Maybe after mediveil comes out, a stuff pack will follow for sims3 that includes walls, decor, and clothes for your sims to wear.  That would be cool.

All you need is a little improvisation and perhaps a cheat or two. "Yes, I know it's a Foosball table, can't you just pretend it's a medieval torture rack?". 'moveobjects on' is a must for making your own decors, and there's always the buydebug menu for tomb trinkets. I make a lot of use of the skeleton in particular.
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Offline mtglady

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Re: Traps in houses
« Reply #15 on: March 15, 2011, 04:01:12 AM »
Now that we've got this thread, I'd like to use it to throw around some more ideas. What else can we use the WA tomb-building tools for?
Who else has ideas? I'd love to use more WA tools for my buildings. :)

I sometimes install Motion-Detecting Lights in my homes just by using porch lights and Hidden Trigger Panels.  That way the porch light automatically goes on or off depending on whether or not your Sim is going in or out the door. 
Sometimes I set it up for lighting paths to a back yard garden, around a pool or whatever. 

Now to get back on topic:  Hosfac, you might want to change title of this thread from Traps in Houses to WA Tomb-Building Tools so the posts will not be off topic discussing these other uses per Ausette's suggestion. ;)
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Offline Hosfac

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Re: Traps in houses
« Reply #16 on: March 15, 2011, 02:10:33 PM »
That's a good idea, seeing as how the original question was answered and this has evolved into a new discussion.  I'll do so now.

Offline Ausette

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Re: New Uses for WA Tomb Building Tools
« Reply #17 on: March 16, 2011, 01:56:14 AM »
So we're all good with the topic name now? Yay, on to more wacky applications!  ;D

I had some real fun with a Dive Pool while I was building my brewery [BLATANT PLUG]. I used Fog Emitters to make bubbles, changed the water colour to brown, and voila! Instant swimmable beer vat! My Sims are so spoiled.  :D

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Offline mtglady

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Re: New Uses for WA Tomb Building Tools
« Reply #18 on: March 16, 2011, 02:43:23 AM »

Yes, we are all good with the topic change - thanks Hosfac.

Ausette, you really have spoiled Sims ;).  Your vat is a cute idea and I think I am going to have to download your brewery since I just had to click on the 'BLATANT PLUG'. Now my Sims can be spoiled too. Good job!

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Offline Seabody

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Re: New Uses for WA Tomb Building Tools
« Reply #19 on: March 16, 2011, 03:43:34 AM »
Possibly a display out on the front deck for certain sims?


These are activated by walking through the front door.

Dart traps for an adventurer
Electric Traps for a scientist
Fire traps for a firefighter
Steam traps for a fisherman (?)

Just a thought. ;)

Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #20 on: March 18, 2011, 02:50:56 AM »
There has been a new development in my automatic sim extinguishing system I designed for my inventor, in case of an accidental explosion that catches her butt on fire.  This development has given rise to a new idea.  But first, the issue (as described in the Building and Construction Showboat thread):

After my initial test, a puddle was created at the back of the little 2x2 room.  The sims in the house became nothing short of obsessed with it, because the active steam trap prevented them from getting to it.  This led to constant foot stomping and complaining on their behalf.  So I had to come up with a way to turn it off so any puddles could be cleaned up, and then be turned back on so that the system could be used again, if needed.  This was my solution:



The hole on the left hand side sets the trap to dormant and hidden, and allows complete access to any puddles that might be created.  The hole on the right hand side sets the trap to armed and visible, so it can be used again.  And thanks to Danefaith's help, I've even linked the light inside that section so that it's green when it's active and red when it's not.

While I was thanking him for his assistance, an idea popped into my head:  an Anti-burglar defense system!

Just like in the above examples, you have two switches:  one one to arm the system and one to disarm the system.  The system itself would consist of a trap (or row of traps) that block all entrances into the house.  Those traps could be safe (darts to knock the burglar out), or could even be set for "lethal response" (fire or electricity).  To do this, you would need to set the traps themselves as armed and hidden when active...or you could just use it as a deterrent by setting them to fire.  Then, before bed, you simply turn the system on, and before you leave for work/school in the morning, you turn it off!  Just don't forget lol.

I'm going to have to try this one out and see how it works.  I'm going to guess that it's not going to work like I planned for no other reason than burglars ignore things like locked doors.  But it'll be fun to try!

Offline Seabody

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Re: New Uses for WA Tomb Building Tools
« Reply #21 on: March 18, 2011, 04:01:08 AM »
I am not a good builder, but I have a suggestion for Hosfac.

To add to the realism, you could stick a fire trap down there for experiements (or subjects...) that need to be heated.

Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #22 on: March 18, 2011, 11:38:34 AM »
I was thinking that would be a good way to create ghosts for a custom graveyard.  I know that you can place graves with cheats, but do those headstones have ghosts?  But even if they did, you couldn't control what they looked like.

Offline NickyDuvyrda

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Re: New Uses for WA Tomb Building Tools
« Reply #23 on: March 18, 2011, 11:42:25 AM »
Very clever idea! Keep us posted on the burglar idea. In my game I never actually have a burglar show up. Which is very odd that my game never hits it.

Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #24 on: March 18, 2011, 11:48:17 AM »
If I add a burglar alarm, it usually takes a while for one to show up.  However, if I don't add one...my sim usually gets robbed in the first week lol.  But my test will be easy:  I'll just use "Force NPC" with testingCheatsEnabled true.  ;)

Going to go and try that now.