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Zitat:
Another of the fun ones, let's put a trap in the cell. Traps are Activators, so navigate to that section in your Object Window. ( Activators>Dungeons>Caves>Traps/Triggers)
Drag out the following items from the trap list, and the third from the Actors>Creatures list. (I'll explain why momentarily)
CTrapSwingMaceShort01
DTrigTripwire01
DeadSkeleton
I've chosen the narrow entrance to the large room as the choke point for my trap, but place yours whereever you think it will be most effective.
North is always the top of your screen when you hit the "T" hotkey. There is an exception, however. CS include a special marker called "NorthMarker", which forces North in the direction it is pointed. This marker is used to keep cardinal directions consistent from cell to cell.
This is where our skeletal friend comes in handy. Place him where you expect the hero to be at the point of impact. Now, direct your attention to the mace trap. Notice the red ball? This is a special marker placed by the artist in 3Ds Max that shows us where the mace will be at the bottom of a swing. It does not appear in-game. In generaly, we want the trap to hit a player in the face or chest - higher or lower than that and the player may not see the trap coming. We want them to see it just before impact; it's no fun to take damage from a totally unseen source.
Remember to use "F4" to toggle on collision wireframes, and avoid intersecting havok and static objects!
Now, position your tripwire and scale it to fit. Note that some players will run through a cell, and others will walk or sneak - Setting up a trap that will get the best of players takes some luck, skill, and a lot of testing. Plan to experiment with this for a while.
One mace is good, but won't two be better? Use "Ctrl+D" to duplicate your mace, and position the second where you'd like it. Now's the time to set the trap up. First, double-click the maces and tripwire and check "Persistent Reference" in the box that pops up. Now, double click the tripwire again. Select the "Enable Parent" tab, and press the button labeled "Select Reference in Render Window". Notice the crosshair cursor that now appears in the Render Window? Move it over one of the maces and click. Click "OK", and now double click on the mace you just selected, and do the same thing again, this time selecting the second mace with your crosshair cursor.
The crosshair cursor turns white when it is over a suitable object for selection. If the crosshair does not turn white, check to make sure the object is a Persistent Reference.
What we just did is called a "Daisy-Chain". This means that when the tripwire is triggered, it will also trigger it's parent (the first mace), which will in turn trigger it's parent (the second mace) This means that we can theoretically trigger an unlimited number of maces from a single trigger.
Everything about the procedure we just completed is determined by the Scripts attached to the objects. Different objects and scripts may behave differently, but most traps that ship with the CS obey similar rules.
Now for a final touch - Select you skeleton and turn on havok simulation. His collapsed bones are now a tiny visual clue to the player that there may be danger about. Remember that you can use ctrl+alt to scatter the bones in a believable pattern.
Here's my setup (before collapsing the bones) for you to refer to:
Trap Setup with Havok collision (F4) toggled on
An important caveat to remember is that havok objects can trigger traps. If you leave an object such as a sword, another trigger, or bones touching the tripwire then it will be tripped when you load the cell. Remember to use F4 to check for this.
Durch's quoten ist das Format verloren gegangen im orginal findest du das ganze hier, ich hoffe das hilft dir weiter!
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