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Spikes


WarKirby3333

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WorldObjects/Activators/Dungeons/AyleidRuins/Traps

 

To set the damage really high, use this script:

scn MCATrapSpikesSCRIPT

; Self-activated, no trigger required

short  init

float fTrapDamage
float fLevelledDamage
float fTrapPushBack
float fTrapMinVelocity
short bTrapContinuous

begin gameMode

if init == 0

; set up the damage values
	set fTrapDamage to 1000
	set fLevelledDamage to 1.5
	set fTrapPushBack to 0
	set fTrapMinVelocity to 0
	set bTrapContinuous to 0

	set init to 1

endif

end

 

Omegano

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  • 2 weeks later...

You *might* be able to change that as well.

 

Try using getangle in the OnTrigger block. I'm not sure whether the damage thing happens before running the OnTrigger block -- or after.

 

Otherwise put up some collision boxes that moves with the spikes :)

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