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Re: Traps and doors in dungeons

Posted: Mon Jan 09, 2017 2:52 am
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.

Re: Traps and doors in dungeons

Posted: Tue Jan 10, 2017 1:07 am
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.
We're listening and taking notes.

Re: Traps and doors in dungeons

Posted: Tue Jan 10, 2017 3:01 am
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.

Re: Traps and doors in dungeons

Posted: Tue Jan 10, 2017 6:03 am
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.
Hidden: show
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.