TrapUpdate
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Syntax:
TrapUpdate
Special function which allows traps to deal damage.
A trap's damage and knockback effect are controlled by a set of special variables defined in its script:
float | fTrapDamage | Amount of damage to do each time the trap affects an actor. |
float | fTrapPushBack | Amount of push back force to apply each time a trap effects an actor. This should range from 0 to 1000. |
float | fTrapDeathPushBack
(optional) |
Presumably when the trap kills the actor, either adds to fTrapPushBack or is used in its place. Not seen used in game scripts, but game code does check for it. |
float | fTrapMinVelocity | Minimum velocity a trap must be moving at relative to the actor to do damage (combination of actor and traps respective velocities). This value is in BSUnits (128 = 6ft). |
float | bTrapContinuous | 0 = Only deal damage on first contact with trap. 1 = Continously subtract damage as long as actor is in contact with trap. |
float | fLevelledDamage
(optional) |
Amount of additional damage to do per level of the actor.
The total damage done by the trap is equal to: fLevelledDamage * actorLevel + fTrapDamage |
TrapUpdate can be put in a GameMode block; everytime it's called it checks whether any actor is in contact with the trap and takes care of the damage, as defined by the above variables.