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adding traps


Nirran

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yea devastating sonic for instance,what files i need to modify?

 

found what i needed,now have everything working cept the trap doesnt dmg the mobs lol this is what i have in my script

 

#include "k_inc_debug"
void main()
{
   object oTarget;
   location lTrap = GetLocation(OBJECT_SELF);
   string sTrapID = SWMG_GetObjectName(OBJECT_SELF);

   Db_PostString("Trap Fired", 5,5,4.0);

   if(sTrapID == "Prototype Plasma Mine")
   {
       ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044),GetLocation(OBJECT_SELF));
       int nDamage = 200;
       int nDC = 25
       effect eDamage;

       int nDemoSkill = GetOwnerDemolitionsSkill( OBJECT_SELF );
       if( nDemoSkill > 0 ) {
           nDamage += 3 * nDemoSkill / 2;
       }

       float fRadius = 3.3;
       if( nDemoSkill > 0 ) {
           fRadius += 0.1 * nDemoSkill;
       }

       oTarget = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTrap, TRUE);
       while(GetIsObjectValid(oTarget))
       {
           if(!GetIsNeutral(oTarget, OBJECT_SELF))
           {
               nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC);
               eDamage = EffectDamage(nDamage, DAMAGE_TYPE_BLASTER);
               ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
           }
           oTarget = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTrap, TRUE);
       }
   }
}

 

what am i doing wrong?most of that is copy paste from the game script

 

those that are interested,this is what i had to do to make it work

 

#include "k_inc_debug"
void main()
{
   object oTarget;
   location lTrap = GetLocation(OBJECT_SELF);

   Db_PostString("Trap Fired", 5,5,4.0);

   if(GetName(OBJECT_SELF) == "Prototype Plasma Mine")
   {
       ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044),GetLocation(OBJECT_SELF));
       int nDamage = 200;
       int nDC = 25;
       effect eDamage;

       int nDemoSkill = GetOwnerDemolitionsSkill( OBJECT_SELF );
       if( nDemoSkill > 0 ) {
           nDamage += 3 * nDemoSkill / 2;
       }

       float fRadius = 3.3;
       if( nDemoSkill > 0 ) {
           fRadius += 0.1 * nDemoSkill;
       }

       oTarget = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTrap, TRUE);
       while(GetIsObjectValid(oTarget))
       {
           if(!GetIsNeutral(oTarget, OBJECT_SELF))
           {
               nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC);
               eDamage = EffectDamage(nDamage, DAMAGE_TYPE_BLASTER);
               ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
           }
           oTarget = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTrap, TRUE);
       }
   }
}

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@Mindtwistah, Darth Xander: Just because it is April 1, it does not give you a license to spam.

@Danyael27: Please use the reported post feature.

@Nirran: Not really sure what the benefit of checking the name of OBJECT_SELF. I would remove that conditional entirely, but it's working for you so no big deal. :)

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its all working except my mines dont show in the tooltip on doors and broken containers,any1 know what file i need to edit to add them?

 

@tk102 yea i see now i dont need it,i only have it because the original game trap script had a if statement,ima take it out,thnx

 

Edit: i have my custom mine/trap all made and it works in game but it doesnt show in the tooltip on locked doors and chests,anyone know what file i have to edit to add my trap to it?

 

Note: I have deleted your thread in our Tools Forum and copied the text to this post here as you already have this thread here, please only 1 thread per topic/question. Thanks. -RH

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