Thread: Scripting Traps
View Single Post
Old 12-10-2004, 09:10 AM   #4
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
In the Door Properties' Trap tab, you can disable the One Shot option. This means the trap isn't disarmed when it fires. It won't be removed unless someone with sufficient Disable Trap skill gets involved. Or a caster with Find Traps.
The only other way past the door involves gritting your teeth and bashing it down.

Once disarmed, you could in theory reset the trap using the OnDisarm event. The traps are triggers you can find on the pallette, and you can add your own with custom disarm and detect DC (and effects of course). The function to use would involve you using CreateObject(OBJECT_TYPE_TRIGGER... however, only Placeable, Item, Creature, Store and Waypoint are valid parameters here.

Which leaves you rather stranded if you want to use one of the conventional routes. You'd have to alter the way your module handles traps.

Though I haven't looked at any of them, apparently these might work:
Number 1
Number 2
Number 3
Legolas is offline   Reply With Quote