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.