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Container trap


Zynoq

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Posted

It's both doable and has been done before. If you're looking for a specific chest, try attaching a script going something like...

scn TrappedChestScript
ref victim
short DoOnce

Begin OnActivate
 set victim to GetActionRef
 if (DoOnce == 0)
	 ;If there are other ways to avoid triggering it, those should be added to the above if-loop as well.
	  cast StandardFireDamageArea3Journeyman victim
	  set DoOnce to 1
 else
	  activate victim
 endif
end

 

One potential way of avoiding the trap could be to hit the chest with a shock effect, in which case you'd add the following to the script.

 

Begin OnMagicEffectHit SHDG
 set DoOnce to 1 
end

Posted
That wasn't really the thing i looked for but thanks anyway.I meant more like triggering a log trap behind the player. Is that possible?
Posted

In all honesty, I'm not very good with activators. Gates and traps don't seem to want to trigger if activated by a different object for some reason, even if it's their parent. However, in theory...

scn TrappedChestScript
ref victim
short DoOnce

Begin OnActivate
  set victim to GetActionRef
  if (DoOnce == 0)
  TrappedLogs.Activate
  set DoOnce to 1
  endif
  activate victim
end

Posted
Depending on the activator, there may be a GetIsPlayer check in order for it to work. To get around this you need to declare and set a GetSelf ref in the script for the other activator.

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