CreateTrapOnObject(int, object, int, string, string)

Creates a Trap on the object specified.

void CreateTrapOnObject(
    int nTrapType,
    object oObject,
    int nFaction = STANDARD_FACTION_HOSTILE,
    string  sOnDisarmScript = "",
    string  sOnTrapTriggeredScript = ""
);

Parameters

nTrapType

The base type of trap. TRAP_BASE_TYPE_*

oObject

The object that the trap will be created on. Works only on Doors and Placeables.

nFaction

The faction of the trap. STANDARD_FACTION_*

sOnDisarmScript

The OnDisarm script that will fire when the trap is disarmed. If no value set, defaults to an empty string and no script will fire.

sOnTrapTriggeredScript

The OnTrapTriggered script that will fire when the trap is triggered. If no value set, defaults to an empty string and the default OnTrapTriggered script for the trap type specified will fire instead (as specified in the traps.2da).


Description

Creates a Trap on the object (doors and placeables only!) specified.



Remarks

After creating a trap on an object, you can change the trap's properties using the various SetTrap* scripting commands by passing in the object that the trap was created on (i.e. oObject) to any subsequent SetTrap* commands.


Version

1.67

See Also

functions:  CreateTrapAtLocation |
SetTrapActive | SetTrapDetectable | SetTrapDetectDC | SetTrapDisabled | SetTrapDisarmable | SetTrapDisarmDC | SetTrapKeyTag | SetTrapOneShot | SetTrapRecoverable
categories:  Traps Functions
events:  OnDisarm Event | OnTrapTriggered Event


author: Mistress