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Traps and activations

celticgamer0celticgamer0 Member Posts: 537 Arc User
Looked around and I could not find the answer, but I have a dungeon full of traps, but as I do a test run they are all visible and activated. How do I get them to only activate upon proximity?
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    You need to lower them so that the top of the activation plate is just below the ground level.

    Rogues and PCs still have chance of "detecting" them at range, so if you want to be particularly devious you could put a marker at that spot with perhaps a 4-5' radius and make the trap Appear When Marker Reached. That would significantly reduce the detection range.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    eldarth wrote: »
    You need to lower them so that the top of the activation plate is just below the ground level.

    Rogues and PCs still have chance of "detecting" them at range, so if you want to be particularly devious you could put a marker at that spot with perhaps a 4-5' radius and make the trap Appear When Marker Reached. That would significantly reduce the detection range.

    I lower the spikes, but I do not see an activation switch. Will I be doing this with the wall spikes as well?

    Nevermind. Figured out what I was doing wrong lol
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    I lower the spikes, but I do not see an activation switch. Will I be doing this with the wall spikes as well?

    Edit: Nevermind. Figured out what I was doing wrong lol

    Ah - The spikes/activation pad are the same - for Arrows/Darts there are 3 parts - activation pad, dart/arrow holes, and target location.

    You also may want to reconsider using floor spikes as they tend to "root" PCs and PCs tend to dislike this greatly.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    eldarth wrote: »
    Ah - The spikes/activation pad are the same - for Arrows/Darts there are 3 parts - activation pad, dart/arrow holes, and target location.

    You also may want to reconsider using floor spikes as they tend to "root" PCs and PCs tend to dislike this greatly.

    Ah I see... Well I shall cut it down by a few. I wish we had fire traps, similar to the gas and acid we have currently. It would make my quest a bit more believable :)
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    Ah I see... Well I shall cut it down by a few. I wish we had fire traps, similar to the gas and acid we have currently. It would make my quest a bit more believable :)
    I too would like to see fire traps in the Foundry. At one point I really wanted that for a section of a quest I was working on, but sadly no such thing exists.
    [SIGPIC][/SIGPIC]
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    I've been "simulating" fire and magic damage traps using below ground fire details and spellplague cracks combined with markers/reach points directly over them. Step into the area, and fire/spellplague asset "Appears When Marker Reached"

    Arena of Calimport I have several spellplague traps setup that way inside the arena.

    And in Rise of Ingeloakastimizilian I simulate "Glyphs of Warding" with runes and spellplague cracks with "nested" reach points. Larger diameter reach point makes "runes" visible, and a few feet inside that makes spellplague cracks (below terrain) visible.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    eldarth wrote: »
    I've been "simulating" fire and magic damage traps using below ground fire details and spellplague cracks combined with markers/reach points directly over them. Step into the area, and fire/spellplague asset "Appears When Marker Reached"

    Arena of Calimport I have several spellplague traps setup that way inside the arena.

    And in Rise of Ingeloakastimizilian I simulate "Glyphs of Warding" with runes and spellplague cracks with "nested" reach points. Larger diameter reach point makes "runes" visible, and a few feet inside that makes spellplague cracks (below terrain) visible.

    I'll have to try that :) It would make a lot more sense with what I am doing.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited August 2014
    Just to note, there are several "decals" and "flat" (sometimes up to 2-3ft in height) objects with no collision one can use as a covering. In wilderness its quite easy to use "grass"-like objects to hide the traps, TR will c them tho (white sparkling but hey thats what a rogue should). Place markers are friends then and remember that some of the "decals" are visible when "show high detail objects" being set on only.
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    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
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