how to set a container (in CS) to have trap spell on it?

Post » Sat May 28, 2011 12:39 am

title says it all, how do we set a chest or other container to have a trap on it? I know where the spell effects are for traps in the spellmaking tab, I know where a trapped chest is in game, when I open in the CS the reference I get from the console when looking at it in game, I do NOT see anything that sets this up as a chest with a trap on it.

But I know for a fact that the chest is trapped (it states that it is trapped in the game!!!!) I just don't know where in the CS it is determined to be a trapped container.

Anybody help me please?
ST
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Sat May 28, 2011 8:30 am

You need to duble-click on a container in Render Window, an then there is "Trap" in lower right corner.
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Fri May 27, 2011 10:45 pm

Thank you thank you thank you!!!!

ST
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Fri May 27, 2011 9:56 pm

please read morrowind scripting for dummies. the first example is exactly this functionality.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Sat May 28, 2011 7:39 am

please read morrowind scripting for dummies. the first example is exactly this functionality.


There are different kinds of traps. The standard trap is the one that is triggered if you attempt to lockpick and fail. Scripted traps are a whole other ballgame.

For the first, set the spell you wish to go off in the Trap drop-down. For the second, you will need to add a script that does the trap functionality, and then (optionally) calls "Activate".
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Sat May 28, 2011 4:26 am

There are different kinds of traps. The standard trap is the one that is triggered if you attempt to lockpick and fail. Scripted traps are a whole other ballgame.

For the first, set the spell you wish to go off in the Trap drop-down. For the second, you will need to add a script that does the trap functionality, and then (optionally) calls "Activate".

ah, silly me talking without knowing what i am talking about again, thanks for correcting me
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm


Return to III - Morrowind