This is designed to allow ANYONE(I mean ANYONE) making a module to incorporate respawning traps. I know there are several solutions already available. But I believe this is the easiest to implement from a builder standpoint. It automatically creates an area around the Base Trap (Edit Copy for your needs) That can trigger the trap and creates a suitable detect radius(Both customizable as well as the respawn time). Set the trap type and DC using the normal Trap tab. See README for full info. UPDATE, Sept. 12, 2004, Fixed problem with contiuned activation out of area targets, and fixed issue with one shot traps not disarming on use.(not walk by)
Good work Dave it is really easy to set them up... that's very cool.
For persistant worlds, those who mostly need the respawn trap, the set uses a heartbeat on every trap... that's not a good thing. =/
For single player modules though, it's an efficient design.
I'd suggest checking if oTrapee is a validobject before you do anything in the heartbeat script to prevent excessive resource use as well as for a sanity check.
Overall, for SP... this is a very quick and easy fix to the problem.
Once more, good work!
OK ive updated the files, if you would give it another try id appreciate it alot.
Posted by Anonymous ( 24.119.xxx.xxx ) at 2004-09-12 19:05:00
Ok the problem is when they die from the trap it reports their distance as 0.0 which is less than the set distance, im modifying to check area first now. Will update soon
Posted by dave?! ( 24.119.xxx.xxx ) at 2004-09-12 19:01:00
ok i will look and see what the problem is
Posted by dave?! ( 24.119.xxx.xxx ) at 2004-09-12 19:00:00
ok i will look and see what the problem is
Posted by Silverti at 2004-09-11 10:29:00 Voted 10.00 on 09/20/04
Ok I had to remove these scripts, they are flawed in a few ways.
1) If the person clicks on it, it goes off and does not disappear. You can just keep clicking on it over and over again until you die. IT should disappear when it goes off once
2) Sometimes it goes off when you walk over it. If it does, it does not disappear.
3) The problem I posted below happens all the time. They will respawan and keep getting hit by the trap until the mod resets (very bad).
I would not recommend anyone use this script unless the maker fixes the problems �¼
_________________________ Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2
Posted by Silverti at 2004-09-09 18:38:00 Voted 10.00 on 09/20/04
I put this on Adventure island in an area today to test it. People are reporting that the traps are popping on people unitl they die. they then respawn at a bindstone in another area and the trap continues to hit them _________________________ Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2
Posted by manny ( 172.186.xxx.xxx ) at 2004-09-07 18:03:00
hey there its me again, your scripts ROCK! and they are getting quite a few downloads! by the way i think that was diehard 3 when they had to make 4 gallons of water : )
all the best
Posted by Dave?! ( 24.119.xxx.xxx ) at 2004-08-30 22:02:00
uhh below was me, forgot to use my name
Posted by Anonymous ( 24.119.xxx.xxx ) at 2004-08-30 22:01:00
Thanks man, Ive uploaded modules for the disco room(with dynamic lootgeneration), a magical maze that has a guide that shows up after a while(or you can kill him and take his robe that shows the way), and a bucket of water mod (Lethal Weapon 2 i think where you have to make exactly 4 gallons of water with 3 buckets (3,5,8 gallon). Hopefully they will be up within a few days. And make sure to rate them as super cool LOL
Posted by manny ( 172.188.xxx.xxx ) at 2004-08-29 21:14:00
hey its me the guy who was on your disco war server : )
i hope you continue to post more usefull content. keep up the good work dude.
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