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Anyone understand Trap Guns?


AlxRam

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I just released this mod the other day and I'm working on the first update. I'd really like to make the Cannons above deck fire actual Cannonballs. I don't even care if they hit anything, just firing in a straight line would be cool. Maybe I'll add a puff of smoke and a spark FX. I already made them into activators that play the artillery sound.

 

I've tried many times to reverse-engineer the traps in the CK cells called WarehouseTraps and WarehouseGunTraps. I've also studied the vanilla USS Constitution. I can't make any sense of how they work together. Looks like there's a button, an activator, a dummy weapon and a projectile. If I select one of them they are all selected, so I guess they're grouped together somehow. If I can just get my head around how it works I can take it from there...

 

Kudos and mod page credits for anyone who can help me figure this out. Thank you :smile:

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They are in this thing called a PackIn, which is why when you select them, all are selected. You need to look for its PackIn file. It should be under the Miscellaneous section,

 

Aha that makes sense, just like the bird markers. I had wanted to place birds amongst the rigging but I got stumped trying to understand their pack-ins. So I need to learn how pack-ins function. Thanks for the head start!

 

PS: Thanks again for your help with the teleport doors. I decided to take your advice and go with a clean navmesh edit instead :)

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