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Infinitely Resetting Traps Need Cooldown

Posted: Sun Jun 01, 2025 4:44 pm
by silverpheonix

I would suggest a period of 6 seconds between when it can trigger again.

I've noticed over the years that these types of traps have a number of quirks, the AOE ones especially. If you have summons (like almost everyone) an aoe effect your summon triggers will cause it to go back to you. But if there is a mob on the other side of the trap, your summon will turn back around to go after, it, triggers the trap, back to you, back to mob, rinse, repeat until death. The trap that is right on the other side of the transition in the Slaver Tower basement in the UD is a good example of this. That one triggered about 32 times inside of two rounds for that behavior.

Or sometimes a trap glitches out and triggers an infinite amount of times at once. Like this:

Image

Now, I get dying to traps. If you're running a dungeon without a rogue after server reset, on you. On me to some extent. But I don't know in this screenshot if that trap would have continued to trigger until my PC died, whether they had 60 hp, 120 hp, or 500 hp. I certainly wouldn't expect there to be four traps laid perfectly on top of each other to look like one.

Yeah, I died, a little disappointed, but I've not liked how the infinite trigger traps have worked for a long time. And this one is a new behavior.


Re: Infinitely Resetting Traps Need Cooldown

Posted: Sun Jun 01, 2025 9:53 pm
by Kalopsia

I've recently been looking into some of NWN's AI functions and events, and what's happening here is most likely the "creature blocked" event not taking into account respawning traps. In essence, there'd just need to be a cooldown on door opening attempts, or the AI could actually do a skill check and remember if a door hurt them (which is a feature I'm planning to include in a bigger overhaul that I've been working on).


Re: Infinitely Resetting Traps Need Cooldown

Posted: Mon Jun 02, 2025 11:33 am
by silverpheonix
Kalopsia wrote: Sun Jun 01, 2025 9:53 pm

I've recently been looking into some of NWN's AI functions and events, and what's happening here is most likely the "creature blocked" event not taking into account respawning traps. In essence, there'd just need to be a cooldown on door opening attempts, or the AI could actually do a skill check and remember if a door hurt them (which is a feature I'm planning to include in a bigger overhaul that I've been working on).

Well this was a trap on the floor so I'm not sure how door opening would affect anything.

Edit: The point is that summon/companion-trap interaction can be extremely janky, so it'd be helpful if a trap as a general rule, could only be triggered by the same creature once per round.