Re: Traps and doors in dungeons
Posted: Mon Jan 09, 2017 2:52 am
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.
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.

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.