A trigger with a script on its OnEnter and OnExit events that control a CEP Placeable trap. The trigger utilizes local variables to allow for flexibility. The following parameters can be configured on the trigger: CEP Trap Placeble Tag TrapDC DamageType Knockdown (T/F) Sound MaxDamage MinDamage TrapResetTime DeactivateTime IncludeNonPC (T/F) ContinuousDmg (T/F)(until PC exits the trigger - for traps like Blade Whirl) Note: These scripts were designed for a generic trigger that activates/deactives the placeable trap, it was not designed for a 'trap trigger'. And although, it can be used with a 'trap trigger' (move the OnEnter script from the OnEnter event to the OnTrigger event), the trap will not be reset after a disarm or recover. Version 2 updated on 4/16/04 at 1700GMT that includes a parameter to allow the trap to be 'hidden' prior to being triggered. Not sure how quickly my update is made available on the vault.
Posted by magobargle at 2011-09-04 19:32:17 Voted 10.00 on 09/04/11
Well done!
I become crazy with these traps, until I found your scripts. they works perfectly.
I made only a very little modification: if the trigger is large and in the case that trap was hidden at the begin, it may spawn far from the PC, so I've simply changed "OBJECT_SELF" with "oPC" on this line:
I just added the scripts and such and all the animations work fine. My problem lays in the fact that once activated, no damage happens. I have looked at the damage for one of the traps and it is set to min 50 max 100. Any suggestions as to why the damage is not affecting the players?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 13:37:38
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 13:37:38
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 06:06:59
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 06:06:59
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 06:03:08
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Posted by Evro ( 66.245.xxx.xxx ) at 2005-08-13 06:03:08
This works perfectly as designed when placed on a generic trigger, however, when I put it in the onTrapTriggered event of a Trap trigger, it does nothing at all for me. Any suggestions?
Well, I finally got everything with the trigger to work except 1 (or 2 depending on how you look at it) thing. The trigger causes me to fall down, I take the damage, I say argh, and the sound plays, but the animation does not play. I am using the default cep trap placeables (including the default tags and resrefs) without changing tags and such as suggested on the bioware forums. I have tried also to use a placed traps placeable and also to use the hidden variable in the trigger. Please help with this as my PW needs this for the area I am working on. Thank you in advance.
Well, I finally got everything with the trigger to work except 1 (or 2 depending on how you look at it) thing. The trigger causes me to fall down, I take the damage, I say argh, and the sound plays, but the animation does not play. I am using the default cep trap placeables (including the default tags and resrefs) without changing tags and such as suggested on the bioware forums. I have tried also to use a placed traps placeable and also to use the hidden variable in the trigger. Please help with this as my PW needs this for the area I am working on. Thank you in advance.
All works great, except one thing.
Cant get the sound to work. Does the variable need to be the actual sound file name, or the tileset sound set tag...(a group of sounds possibly).
thanks
Chris
Posted by TriggerFinger ( 217.95.xxx.xxx ) at 2004-07-16 18:50:00
A hint: To have a hidden trap appear in the middle of its trigger, you have to start the trigger's polygon where the middle should be.
Posted by Anonymous ( 68.112.xxx.xxx ) at 2004-06-21 14:26:00
Script works fine how do I get the animations to work tho? IE the pendulm blade trap it doesnt swing down when I walk over the trigger.
Posted by Guest ( ..xxx.xxx ) at 2004-05-15 13:27:00
Any chance someone could put up a ZIP version of this please?
Posted by Reandel ( 80.81.xxx.xxx ) at 2004-05-02 03:44:00
Could you please tell me how I can change the damage for these traps? I would like to make boulder trap to inflict more damage, than the "usual" one.
Amen, Anonymous.... Sounds good tho, Stefan Grose. I'll post a vote later, after testing them out (as well as comments :)Chaos Reigns down on your head every day, what say you to that?
Posted by Venture at 2004-04-18 09:52:31 Voted 10.00 on 04/18/04
Just posted an update (4/16/04 at 1700GMT) that includes a parameter to allow the trap to be "hidden" prior to being triggered (also will be "hidden" upon trap deactivation).
Not sure how quickly the update is made available on the vault after I upload my update.
Great job Stefan...you just forgot to mention that we will use this system in Faerun Nights....
Cheers,
Nightfall
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-16 00:03:00
Nice...
Love the traps in CEP, a whole new flavor.
It's too bad its resetting.
Real PW Minded traps and Lootable Chests have been an endless quest since day one.
Good work though.
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