Emit Trap

This tutorial explains how to set up traps the emit broadheads, magic missiles, etc.

You’ll need 2 things:
1. EmitTrap or EmitterStreamTrap
2. A switch of some sort.

Go into Object Hierarchy
fnord> TrigTrap
There are two objects of interest here:
EmitTrap (-2555)
EmitterStreamTrap (-2541)

The difference between the 2 is that EmitTrap only shoots once. Place the ET in the location you want. By default it aims south. That’s down when looking at the monitor. Open the Properties, and click Add>Twek>Emit. This will bring up a new window. This is what the ET will shoot, how fast, and what direction.

Halt- Leave as “Stop Twek”
AnimC- Leave as “Sim” “NoLimit,Sim” for Stream
MiscC- Leave as “Grav”
CurveC- Leave as “None”
Rate – 1, 1000 for Stream
Max Frames – 1, 0 for Stream
Emit What – broadhead
Now this is what you’ll change for what it is shooting. Here is a list of things I have found that works (minus the quotes)


But the list could be just about any object. Play around with it and see what you can do.

Velocity- X = 0 Y = 0 Z = 0 This is the speed that the object will travel. Also the direction X is North and South…North will be a negative number and South a positive number. Y is East and West. East will be a positive number and West will be a negative number. Z is Up and Down. Up will be a positive number and Down will be a negative number.

Create a ControlDevice for the Trap. This can be any of the following: Room, Object, or Trap. The demo level is a simple but not to practical method. Rooms can be used with a TrigRoomPlayer script added to the roombrush (tutorial¬†HERE). Object can be a PressurePlate or other object with StdButton script added to it. Trap is a BoundsTrap. When you’ve decided on a trigger, just link it to EmitTrap with a ControlDevice link.

Download a zipped example for Dromed 1 HERE.

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