Death Traps Vol.2
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English
  • Introduction
  • Relationship Blueprints
  • Changelog
  • Old documentation
  • Settings
    • Project settings
    • BP_BasePeriodDamageTrap
    • BP_Boulder
    • BP_DestructibleFloor
    • BP_GridDestructibleFloor
    • BP_FireTube
    • BP_OneFireTubeColumn
    • BP_GasRoom
      • BP_Door
    • BP_RopeLog
    • BP_BaseTrigger
      • BP_RopeTrigger
    • BP_BaseProjectile
    • BP_BaseArrowTrap
    • BP_Player
    • Input
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  • Settings
  • Projectile
  • Delay
  • Damage
  • Collision SM_Mesh

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  1. Settings

BP_BaseArrowTrap

PreviousBP_BaseProjectileNextBP_Player

Last updated 4 years ago

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For a trap to shoot, it is necessary that the mesh has sockets.

Settings

  • BehaviorShot (E_BehaviorShot):

    • EachOneTime - all sockets shoot at once

    • EachWithDelayRandomOrder - each socket fires one at a time in random order

    • Random - shoot random sockets

    • InOrderForward - shoots from first socket to last

    • InOrderBackward - fires from the last socket to the first

  • bActivedTrap (bool): activates a trap at the start of the game

  • NumberOfShotLoop (int): number of repetitions

  • TriggerRef (BP_BaseTrigger): reference to “BP_BaseTrigger”

  • bInfinityRepeat (bool): if True will work endlessly

Projectile

  • ProjectileClass (BP_BaseProjectileClass): projectile class which trap shots

  • LifeTimeProjectile (float): projectile life time

  • InitialProjectileSpeed (float): projectile initial velocity

Delay

  • DelayBetweenShot (float): delay between shots

  • DelayFirtsShot (float): delay before the first shot

Damage

  • DamageOneArrow (float): single projectile damage

  • ImpulsePower (float): the force with which the projectile repels the character at death

Collision SM_Mesh

Configure collisions like in the picture below.