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View Full Version : Options for creating joke chests in custom dungeon


banzaigtv
02-21-2012, 04:00 PM
I am building a dungeon which involves going after a decoy chest and just before you get there, sending you plummeting down a floor. Maybe something like a hole that opens up, invisible hole in front of a chest, etc.? Any ideas on how to implement such a booby trap?

superboyofmeat
02-21-2012, 04:21 PM
Set up a trigger. Make a trigger marker (which will be a small box in the area you want the event to begin), and attach a script to the trapdoor that, on activating the trigger, activates the trapdoor.

banzaigtv
02-21-2012, 04:41 PM
Set up a trigger. Make a trigger marker (which will be a small box in the area you want the event to begin), and attach a script to the trapdoor that, on activating the trigger, activates the trapdoor.

So I can make the chest itself a trigger?

superboyofmeat
02-21-2012, 06:12 PM
The chest Can't be a trigger, if you want to use the chest you need an OnActivate script and can forego using a trigger. A trigger is a 3D brush (big box you don't see in game) that detects player collision.

Haldur
02-22-2012, 12:17 AM
Warning -- kind of a spoiler --


I don't recall the exact dungeon -- it was for some minor quest. Not too far into the dungeon, there's a chest. I walked right up to it, and realized too late that there was a hard to see pit trap in front of it, which dropped me down a floor, directly into a cage.

Also, there are gratings that are not 'secured', and others that will flip down if you press a lever (and who doesn't feel that they have to try every single lever -- I know I do).