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Is this possible...?


Brendon123123

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Hey all. I'm working on a new mod, and after all the hard work the player will end up with a new mage sword, but I want them to work their asses off to get it. So i was wondering if it was possible to add your own custom booby traps, door triggers, etc. I saw some talk about scripting on here but im not at all familiar with it, so if someone could point me towards a tutorial that would be great, thanks in advance!
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Depends on what you mean by custom traps. If you want to use the same traps as the vanilla game in your mod it's not that hard really as you can do some unique things with the default resources. If you want new models that's another story.

 

The main things you'll need to know about are activators, parenting and triggers. You can also check through the CS and look at the scripts for existing traps to see how they are done. Look under Activators in the CS and then the script each one uses. Then you can see what it is linked to.

For example, this is where parenting comes in. A door or trap would be parented (linked) to the lever or switch, and they don't even need to be near each other as long as they are in the same cell. Much like the Ayleid ruin doors with remote switches.

 

Basic start for scripting. Just follow the links for extended info.

http://cs.elderscrolls.com/constwiki/index.php/Portal:Scripting

 

Tutorial for casting spells from an activator

http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator

 

This tutorial is for light switches, but can be applied to anything that uses a switch or lever etc.

http://cs.elderscrolls.com/constwiki/index.php/Light_switch_tutorial

 

I don't know how far you've gone with your mod but this might be helpful. It's the My First Dungeon Tutorial, but it has a section explaining how to set up traps.

Start here and follow the links to the next page etc:

http://cs.elderscrolls.com/constwiki/index.php/Category:My_First_Dungeon

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Depends on what you mean by custom traps. If you want to use the same traps as the vanilla game in your mod it's not that hard really as you can do some unique things with the default resources. If you want new models that's another story.

 

The main things you'll need to know about are activators, parenting and triggers. You can also check through the CS and look at the scripts for existing traps to see how they are done. Look under Activators in the CS and then the script each one uses. Then you can see what it is linked to.

For example, this is where parenting comes in. A door or trap would be parented (linked) to the lever or switch, and they don't even need to be near each other as long as they are in the same cell. Much like the Ayleid ruin doors with remote switches.

 

Basic start for scripting. Just follow the links for extended info.

http://cs.elderscrolls.com/constwiki/index.php/Portal:Scripting

 

Tutorial for casting spells from an activator

http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator

 

This tutorial is for light switches, but can be applied to anything that uses a switch or lever etc.

http://cs.elderscrolls.com/constwiki/index.php/Light_switch_tutorial

 

I don't know how far you've gone with your mod but this might be helpful. It's the My First Dungeon Tutorial, but it has a section explaining how to set up traps.

Start here and follow the links to the next page etc:

http://cs.elderscrolls.com/constwiki/index.php/Category:My_First_Dungeon

 

Thanks man! Kudos :thumbsup:

Been looking for a great tutorial, and this will defenitely help alot, reading through it now. :happy:

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