
Hazards and events · R.E.P.O. v0.4.0 · read from a local copy
The mines, traps and lasers in a level
Mines come in kinds, including one that stuns and one that is triggered.
Not everything dangerous in R.E.P.O. is a monster: some of it is placed. The game has mines of more than one kind, traps that are armed when a valuable is disturbed, and security lasers with a state of their own.
What the game establishes
- Mines come in kinds, including one that stuns and one that is triggered. (checked against the game's own files)
- The game ships artwork for an explosive mine and for a shockwave mine. (checked against the game's own files)
- A trap carries an activation level tied to how rare the valuable it guards is. (checked against the game's own files)
- The trap object has states of its own and a variant that is a television. (checked against the game's own files)
- The museum keeps its security lasers as a system with a state and logic of their own. (checked against the game's own files)
- An enemy watches from the ceiling, with its own animation and a line it works along. (checked against the game's own files)
- Explosions have their own particle scripts and sounds rather than being a side effect. (checked against the game's own files)
- A museum laser has two balls with transforms and lights of their own, two beams with their own lights and midpoints, and sparks of its own. (checked against the game's own files)
- A mine has a trigger with its own transform and line particles, a light for being armed, and beeps for arming, being armed, disarming, being disarmed and triggering. (checked against the game's own files)
- A mine can be set off by rigid bodies and by forces, and carries a timer for being destroyed. (checked against the game's own files)
- The stun mine has a jaw opened by a curve, with a transform for each half, and a flash and lightning particles with an electricity sound of their own. (checked against the game's own files)
- The traps are named one by one, from a bottle, a fan, a frog, a clown and a chomp book to a grandfather clock, a music box and a propane tank. (checked against the game's own files)
In play
Not everything dangerous in a level is a monster. Some of it is placed: the game has mines that are also items you can buy, traps that are armed when a valuable is disturbed, and security lasers that belong to the museum rather than to the crew.
Mines come in kinds rather than as one model. There is a mine that stuns and a mine that is triggered, and the game keeps a mine type of its own, which is why a mine on the floor can be either something the crew brought or something the level put there.
The game ships textures for more than one mine. There is artwork for an explosive mine and for a shockwave mine, so the mines in a level are not all the same object even though they are all mines.
Traps are tied to what they guard. A trap carries an activation level tied to how rare the valuable is, so the same trap object can be more or less likely to go off depending on what is sitting next to it.
The trap object is its own thing in the data, with states of its own and a variant that is a television, which is why a trap does not have to look like a trap.
The museum keeps its lasers as a system rather than as decoration. They have a state and their own logic, so a laser can be reasoned about by the level rather than simply existing.
One danger comes from above. There is an enemy that watches from the ceiling with its own animation and a line it works along, which is how the game makes a room dangerous from a direction you are not looking.
Explosions are handled as their own effects with their own sounds, so a mine going off is a scripted event rather than a side effect of an object disappearing.
The lasers are built from parts. A museum laser has two balls, each with a transform and a light of its own, two beams with lights at their ends and in the middle, and sparks of its own, which is why the beams can be tracked rather than only being drawn.
The stun mine bites as well as trips. Its jaw opens along a curve with a transform for each half, and it carries a flash and lightning particles with an electricity sound of their own, which is why the stun is drawn as something snapping shut rather than only a radius going off.
The mines are staged too. A mine has a trigger with a transform and line particles, a light that shows it is armed, and a beep for arming, for being armed, for disarming, for being disarmed and for going off, and it can be set off by bodies and by forces before a timer destroys it.
The images beside this entry are the game's own: the colour texture of an explosive mine and of a stun trap, taken from the installation this site describes.
What this entry does not tell you: how much damage any of these does, how often they appear, or whether they can be disarmed. We have not verified those numbers, so we do not print them.
Related
ValuablesValuables that fight backSome valuables are built on a trap behaviour rather than being inert props.
Extraction and the shopThe museum and its propsThe game defines its own museum props rather than only scenery.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.