Help fine-tuning a trap

Post » Thu Jun 21, 2012 1:54 pm

So I've got a trap, it works (sort of), and I need some help with fine-tuning.

How I envisioned the trap working is the player steps on a Dwemer pressure plate and it causes a chain reaction that opens a Dwemer door that has a set of flamethrowers behind it. If the player doesn't feel like going through the fire, they can turn a nearby pipe valve to close the door and stop the flamethrower.

The way it works, as I've built it, is the pressure plate activates a TrapLinker with the Turn On attribute. The TrapLinker activates the door and the flamethrower. When the pipe valve is turned, it activates a TrapLinker with the Turn Off attribute and it closes the door and stops the flamethrower. However, if I were to step on the pressure plate while the flamethrower is going, the door closes. And if I were to step on it again, the door opens with the flamethrower still going.

How can I get it so that the door stays open no matter how many times I step on the pressure plate? Thanks.
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Sandeep Khatkar
 
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Post » Thu Jun 21, 2012 6:22 pm

You could set the pressure plate to only trigger once. Change the script properties FiniteUse to TRUE and TriggerCount to 1.
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Darren
 
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Post » Thu Jun 21, 2012 8:53 am

Not exactly how I imagined it but it works perfectly. Thanks for the help!
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Brandi Norton
 
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Post » Thu Jun 21, 2012 8:49 pm

Okay. It doesn't seem to work after I've played around with it. Well, half of it works.

The pressure plate only activates once and opens the door. Stepping on it again does nothing. Good. On further review, I found out that even the Dwemer pipe valve opens and closes the door even when I have a Turn Off attribute linked to its TrapLinker. Is this trap of mine something that just can't work or is there something else I can do to stop doors opening and closing on every button press? Thanks and double post apologies.
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GPMG
 
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Post » Thu Jun 21, 2012 9:04 pm

I'm not really sure what you're trying to accomplish and what exactly is the problem. The valve should only close the door but never open it?
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John N
 
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Post » Thu Jun 21, 2012 10:11 am

Check:
  • Floorpad linked to door AND flamethrower
  • Valve linked to FlameThrower (only)
Then ...
  • Script Check on Floorpad whether door open - using an IF - not activate if already open.
  • Script Check on Floorpad whether flames are active - using an IF - not activate if On
  • Script Check on Pipe Valve whether Flames are active - using an IF - not activate if flames Off.
(Make sure no parent items are lingering about ... especially if you copied the trap and stuff from another cell)

Should be that simple ... as far as I can see ...
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Scarlet Devil
 
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Post » Thu Jun 21, 2012 3:31 pm

Check:
  • Floorpad linked to door AND flamethrower
  • Valve linked to FlameThrower (only)
Then ...
  • Script Check on Floorpad whether door open - using an IF - not activate if already open.
  • Script Check on Floorpad whether flames are active - using an IF - not activate if On
  • Script Check on Pipe Valve whether Flames are active - using an IF - not activate if flames Off.
(Make sure no parent items are lingering about ... especially if you copied the trap and stuff from another cell)

Should be that simple ... as far as I can see ...
Thanks, but I've decided to scrap the doors and just keep the flamethrowers attached to a pressure plate and a valve.
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Anna Beattie
 
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Post » Thu Jun 21, 2012 1:35 pm

I think all you had to do was make the valve act the same way as the pressure plate in that it only worked once. As long as the flamethrowers only activate for a set amount of time it should be okay.

Good luck, don't settle for second best especially when what you want is within the realms of possibility.
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Sophie Morrell
 
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