# BP\_BaseArrowTrap

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

![](https://354610847-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Fdeath-traps-vol-2%2F-MTb-Eg9VCof76ImU-RQ%2F-MTb-IN0Km21Bd3yQmf3%2F3.png?generation=1613414611819642\&alt=media)

## 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.

![](https://354610847-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Fdeath-traps-vol-2%2F-MTb-Eg9VCof76ImU-RQ%2F-MTb-IN1LQBvT-wPlFkr%2F4.png?generation=1613414611819846\&alt=media)
