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Old 12-09-2004, 11:27 PM   #1
robertthebard
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Join Date: March 17, 2001
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I would like to have my doors reset their own traps. I can make them close themselves, and lock themselves, but I can't figure out how to make the traps reset, and don't know if it can even be done. The one idea I had was to make an invisible creature, to set the traps, after the door locks, but I'd have to have a LOT of invis creatures, has anyone found, or heard of, a better way?
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Old 12-09-2004, 11:36 PM   #2
T-D-C
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Not sure if this can help you.

Seems to be a script variable in there with a TrapResetTime included. Maybe you could gather some clues from that.
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Old 12-10-2004, 06:15 AM   #3
robertthebard
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Possibly, I'm gonna take a look at it, and see, but it's designed for the cool visual traps, like the pendulum, that came with cep. Won't know until I try.
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Old 12-10-2004, 09:10 AM   #4
Legolas
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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
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Old 12-10-2004, 08:15 PM   #5
robertthebard
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Hmm, just spent an hour reading the documentation on all of that, and now I'm not so sure I want respawning traps. Looks like more headaches than it's worth, for a non persistent world.
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