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How Can I Make Morrowind-Style Traps in Oblivion?


David Brasher

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There were cool traps in Morrowind. You open the door or the container and you get burned, shocked, frozen, or poisoned. You steal that one particular gem from the daedric shrine, and a dremora attacks you from behind. How can I do things like that in Oblivion?
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There were cool traps in Morrowind. You open the door or the container and you get burned, shocked, frozen, or poisoned. You steal that one particular gem from the daedric shrine, and a dremora attacks you from behind. How can I do things like that in Oblivion?

 

scripting.

 

begin onActivate

Cast (spell) Player

end

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Thank you very much! I think you have put me on the right track. I have got my gem and dremora trap working, and am currently working on the chest trap. The containers don't open when they are traps, but there are interesting things to do with them, and I might be able to work around the problem in a devious fashion.
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If you want them to open after casting the trap:

 

ScriptName (Scriptname)

Begin OnActivate

Cast (Spell) Player
Activate

End

 

The chest should now open after casting the trap. If you want the trap to be casted once, so the player doesn't get zapped a second time (like the Morrowind traps):

 

ScriptName (Scriptname)

Short DoOnce

Begin OnActivate

If DoOnce == 0
Cast (Spell) Player
Activate
Set DoOnce 1
EndIf

End

 

I prefer using this version, 'cause I think it's kind of stupid that the player gets zappped every time he opens the chest.

The problem with these scripts is that if a NPC activates the chest, the player will get zapped instead of him. To fix this:

 

ScriptName (Scriptname)

Short DoOnce
Ref Target

Begin OnActivate

Set Target to GetActionRef

If DoOnce == 0
Cast (Spell) Target
Activate
Set DoOnce 1
EndIf

End

 

The chest should now cast the spell at whoever tries to activate it (NPC or player).

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