My system built for the world of Brynsaar(www.brynsaar.com) This can be used for: 1. Ground traps 2. Hidden doors (which can be locked or trapped , heartbeats are not used) 3. Hidden objects 4. Traps on doors 5. Traps on placeables
More functionality: Trap attributes are totally dynamic and are set by the name of one object. DC's, damage, multiple effects... everything, is at the builder's discretion. ...will a flying creature trigger a trap? ...will the trap hit everyone in a radius from the triggerer?
All of these traps respawn when the player leaves the area. All of the unlocked objects relock when the player leaves the area. All of the hidden objects hide themselves when the player enters the area. Characters may disarm the source of a trap or simply destroy it. The set uses only one quasi-heartbeat, 2-3 Local variables per trap and 1 local variable per area.
The tutorial and erf are packaged in the download.
Posted by Rabidness at 2005-01-04 04:46:00 Voted 10.00 on 07/10/04
You won't be able to use the right click method.
You can only 'use'(left click) the source or target the source with a disarm tool when you are close enough.
Posted by Anonymous ( 68.60.xxx.xxx ) at 2004-12-30 17:11:00
Your trap system looks like a very cool system but I'm aving a bit of a problem installed your test mod go to proving ground with a lvl 21 rogue with epic skill focus disarm etc,the take 20 feat (forgot what its called off hand- sorry) so effective disable trap skill is like 50 cant disarm any of the traps This is in the very first searchable trigger
TrapType=trap
TrapAreaTag=trapareayahoo
TrapSourceTag=trapsourceyahoo
MultipleTrigger=1
TrapList=direct.polymorph(DC:30|Rounds:5|Creature:-1)
SearchDC=14
DexterityDC=24
ReflexDC=-1
DisarmDC=30
ExpReward=500
MaxLevel=26
Delay=1
DetectMod=6
Reactive=1
FlyImmune=1
Heartbeat=0
NPCImmune=0
DetectSearchModifier=4
so disarm DC is only 30 should be no problem (that is your entry btw I didnt edit it, I am running patch 1,65 not sure if it makes a difference,no haks, nothing and cant disarm any of the traps Any ideas?
Thanks ahead of time
Posted by Mumble ( 66.92.xxx.xxx ) at 2004-11-08 03:18:00
Rabidness,
This package is great! I'm using it in our PW now, although I had to make a few modifications.
The biggest snag I ran into was that both you and CEP have used the script name trap_reset. Since there is no way to alter a source file if hakpak has overwritten it, I had to rename your trap_reset file to something else. (trap_rbdreset in this case). Thankfully it doesn't matter what that script is called as it's only used on on area event.
Other than that things seem to be working well. I have some suggestions for things to add to the package. I'll email you privately first.
Thanks again!
-Mumble of Winds of the Crescent Moon
Posted by Anonymous ( 64.81.xxx.xxx ) at 2004-11-06 21:18:00
Heya Rabidness,
nw_s0_findtrap needs to be updated with a HotU style spellhook event in its intro.
Thanks for the update.
Posted by Rabidness at 2004-10-20 06:09:00 Voted 10.00 on 07/10/04
Oh and a big thank you to those giving feedback and voting.
Posted by Rabidness at 2004-10-20 06:03:00 Voted 10.00 on 07/10/04
These issues have been fixed :
-> Disarm tool malfunctioning
-> One source - Multiple traps
---> Disarm with tool wasn't available
---> Damaging the source would give an error message
(damaging the source of a multiple trap may give you unexpected results... such as it not damaging the attacker, this had to be done for efficiency reasons)
Posted by whitetower at 2004-10-08 16:12:29 Voted 10.00 on 10/08/04
This is the best thing I've seen happen to PW traps. Take the time to get to know this, it's worth it!
Posted by Rabidness at 2004-10-07 15:44:00 Voted 10.00 on 07/10/04
....*I and others believe this is better than the "*spot* *right click* *disarm*" routine.
If they have to walk thru the trap, don't forget you can be generous with the detect mode modifier.
Note that I'm still out of town, so... yep
Posted by Rabidness at 2004-10-07 15:43:00 Voted 10.00 on 07/10/04
Reisiger, thanks for your input over these posts and thru email... I'll be posting the update once I fix the source->mult trap Vs. disarm tool issue.
Mumble...
Yes, the 2m distance limiter is the distance from the user to the source. That's basically a NWN arm's length. But of course you know this. The trap source doesn't have to be anywhere near the trigger/search triggers, just in the same area... and to be realistic, the trap source should probably be on the edge or the near outside of a trap. (Think about the creature setting the trap)
If the source is at the middle of the trap.... yeah, they'll have to be careful with getting to it. I and others believe this is better than the
Posted by Rabidness at 2004-10-07 15:43:00 Voted 10.00 on 07/10/04
Reisiger, thanks for your input over these posts and thru email... I'll be posting the update once I fix the source->mult trap Vs. disarm tool issue.
Mumble...
Yes, the 2m distance limiter is the distance from the user to the source. That's basically a NWN arm's length. But of course you know this. The trap source doesn't have to be anywhere near the trigger/search triggers, just in the same area... and to be realistic, the trap source should probably be on the edge or the near outside of a trap. (Think about the creature setting the trap)
If the source is at the middle of the trap.... yeah, they'll have to be careful with getting to it. I and others believe this is better than the
Posted by Mumble ( 80.187.xxx.xxx ) at 2004-10-07 11:01:00
I have the same problem with the "disarmtool" that Reisiger does. I really love the trapsystem but am curious how it could work the way its written. Are you guys on Brynsaar just not using trap sources in the middle of the traps, putting them outside so rogues can get to them?
Otherwise the rogue is always going to roll vs. triggering the trap just to GET to the trapsource, which is always inside the trap area in Rabidness' demo.
I'm actually really curious how most traps are set up with this system because of the above. Even if the disarmtools were working correctly, the code restricts them to working only within 2m of the trapsource, which, if i'm correct, might even be too far to use on trapsources in the center of most traps.
The code can be easily updated, but I'm genuinely curious here, and really want to use this stuff in my mod. :-)
Thanks,
Mumble
Posted by Reisiger ( 62.167.xxx.xxx ) at 2004-09-30 07:49:00
Allright, cool. Sometimes the most obvious mistakes are the most common :-)
Send an email to Rabidness, which will be the most effective way to reach him, or I'll direct him over here soon.
He's currently out of town right now, and doesn't have regular internet access, but he should be back relatively soon :-)Murder: The convenient solution to all your problems.
Posted by Reisiger ( 84.226.xxx.xxx ) at 2004-09-28 07:23:00
I was trying to disarm unlocked traps.
And I got a hunch of what the problem actually is:
GetNearestObjectByTag only looks in the area of the object that it is centered at (default is OBJECT_SELF).
Now the crowbar's 'Use Property' fires a module event... and thus OBJECT_SELF is the module... which leads to the script not finding the searcharea object. I've added the PC as the object to center the search for GetNearestObjectByTag and voila, it works again.
When implementing this into the prefab module me and a friend are working on, I'll have a look at where GetNearestObjectByTag could be buggy when called by the crowbar, tho I don't think there to be many instances, since only the crowbar uses the module event.
Did you make a point to _unlock_ the trap source first? :-)
Can't have some persky person just walking along and disarming it, with no locks, can we...Murder: The convenient solution to all your problems.
Posted by Reisiger ( 84.226.xxx.xxx ) at 2004-09-23 13:43:00
Update:
I made a new module, imported the .erf and set the _onactivateitem in the OnActivateItem event.
Testing the crowbar at either the hidden traped door, or the trapped door didn't do anything.
I then modified the _onactivateitem script to give debug feedback. It seems, that it always fails to find a valid searcharea, even tho the string is given by the trap source (and is identical with the searcharea's tag).
This did give the script a valid searcharea object (my guess is, that the crowbar as an item in the inventory somehow didn't let the function search in the same area of the PC/trap) and the disarm-animation fired...
But nothing more happened.
I'll try to get another look at it tommorow.
Best Wishes from Switzerland
Reisiger
Posted by Reisiger ( 84.226.xxx.xxx ) at 2004-09-23 12:25:00
Hi there Rabidness
After looking at your tutorials provided with the download I'm itching to implement this system into the games me and a friend DM.
But there's only one problem (got the RespawnTrapsv2.rar download)...
No mater what I tried, I couldn't get the crowbar provided in your demo-area to actually disarm a trap - neither with targeting the red highlighted ground, nor with targeting the source; nothing happens, except the 'use-item' animation; no feedback is given.
'Using' a trap placable does work in terms of disarming the trap with a -2 penalty.
P.s.: I did set the '_onitemactivated' script into the moduls 'OnActivateItem' event.
I have no idea where I screwed up :-(
But as long as I don't know what went wrong, I won't be able to use it.
Kind Regards
Reisiger
Posted by Rabidness at 2004-09-15 14:50:00 Voted 10.00 on 07/10/04
There was an issue with the erf as I didn't include a few of the placeables in the demo area. This made some of the objects break when they were found. (oops)
- Notification on a failed disarm is cleaner
- Fixed a small issue when disarming a source with multiple-traps. If the first trap was disarmed, then no ability of disarming the others was possible.
I'm expecting these to be the last bugs found for a while... I'll be working on a area with template traps for the next release.
I apoligize for the back-to-back updates.
Posted by Rabidness at 2004-09-12 23:06:00 Voted 10.00 on 07/10/04
Ech... one more post.
The above link is a module.
If you want the erf, for importing... get it..
Here
Posted by Rabidness at 2004-09-12 20:54:00 Voted 10.00 on 07/10/04
Oh and...
- It is now possible to have multiple trap areas for one search area.
Posted by michelmmatos at 2004-08-01 13:34:02 Voted 9.50 on 08/01/04
I have to thank you. Your work is very good and beside the first steps are a bit hard, when you start to do it, it becomes more ease and many functions to use in many diferent ways!
It helped to use my imagination better :-)
Posted by Rabidness at 2004-07-31 21:14:00 Voted 10.00 on 07/10/04
For those asking about why I went with using the trapname for trap information instead of Local Variables...
The reason for not using local variables is because at the end of this project, there could be something like 20 variables per trap. Variables stay in the module's memory all the time. A small number of traps, lets say 100, means 2000 local variables. That's a lot of wasted memory and inefficiency, considering that the traps arn't being used/managed at the time.
Posted by Rabidness at 2004-07-21 08:52:00 Voted 10.00 on 07/10/04
"Do trap/SearchArea TAGS need to be unique across the entire server or just to each area."
Currently, they need to be unique across the whole server.
For the next revision this will be changed so they need to be unique per area, as I realize how nice it would be to copy/paste traps in a module.
But still if you will want to make a trapSource that hides/respawns at death, it will need to have a serverwide unique Resref tag. (of course)
Do trap/SearchArea names need to be unique across the entire server or just to each area.
Posted by Rabidness at 2004-07-10 15:27:45 Voted 10.00 on 07/10/04
*shrugs* I think it's awesome like everyone else... who cares if I'm voting for my own file.
Posted by Rabidness at 2004-07-10 15:21:00 Voted 10.00 on 07/10/04
Update:
-- onExit/onEnter fix by Tim's suggestion.
-- Hidden doors transport associates as well now.
-- Added the DispellUnfair to the set. Dispells every effect on the target, no matter what.
would be nice to at least have a read me, or somewhere somehow have something that explains this. Otherwise your asking everyone to spend hours just reading through what it is in here.
Description of script:
My system of respawnable traps and hidden objects built for the world of Brynsaar(www.brynsaar.com). Works on ground traps, doors, chests, placeables, hidden doors... etc. Characters may disarm the source of a trap or simply destroy it. Sources can be easily cloaked. The traps are 100% customizable. Choose your DC's as well as damage/effect/spell types along with other usefull tags. Want a trap to go off every 2 seconds if the character is standing on it? Want a trap to polymorph everyone within 10 feet from the triggering into a penguin? Do you want to trap or lock a hidden door? There are plently more options. Traps and locks reset when the character leaves the area and traps hide themselves when the character enters the area. The set uses only one quasi-heartbeat, 2-3 Local variables per trap and 1 local variable per area for cloaked traps. Be sure to get the tutorial available Here.
Notice the end?
I'll repeat it for you.
Description (snipped):
Be sure to get the tutorial available Here.
___
OMGOMGOMGOMG!
If only I'd read that!Murder: The convenient solution to all your problems.
Posted by natfka1 ( 24.20.xxx.xxx ) at 2004-07-05 19:54:00
Well, after a long and ardous journey, I have finally figured out how to use these scripts. They are actually pretty good, but could you please not put it into a mod formatt. a simple erf with a test area or sample area would of been ideal.
Nice scripts, just very very difficult to work with.