Traps and doors in dungeons

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=Thunderbolt=
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Re: Traps and doors in dungeons

Unread post by =Thunderbolt= »

Making completely new areas is great, but lengthy and laborious. Keeping party and skill play in mind while making them would be great indeed when someone eventually decides to make new dungeons for our characters to die in. :mrgreen:

The trap system itself is in place and extending it to doors would only mean adding or changing variables within the script unless there is more to it than that. The doors itself I would think only have a flag in the object to turn them automatic or not. The tech people can correct me here, if needed.
*nods*
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gedweyignasia
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Re: Traps and doors in dungeons

Unread post by gedweyignasia »

=Thunderbolt= wrote:The trap system itself is in place and extending it to doors would only mean adding or changing variables within the script unless there is more to it than that. The doors itself I would think only have a flag in the object to turn them automatic or not. The tech people can correct me here, if needed.
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=Thunderbolt=
Posts: 180
Joined: Wed Oct 02, 2013 11:12 am
Location: Funland

Re: Traps and doors in dungeons

Unread post by =Thunderbolt= »

Ah if only I could tell you more than that :D . It was only a guess based on my experience with scripiting and building sets of TES games.
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NeonAvenger
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Re: Traps and doors in dungeons

Unread post by NeonAvenger »

I have absolutely zero experience in scripting or area design but it's definitely possible because there's at least one trapped door already on the server.
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The door to the alchemy lab in the Hilltop Ruins Level 2 always has a sonic trap on it.
And yes, it will retrap the door even if it is still open at which time it is somewhat useless.
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