Introduction
DESIGN CONCEPT
This tool's main goal is to create a versatile and modular system for building various traps and environmental hazards. By separating the trap control unit from the mechanisms, each part of a trap's movement and effects can be controlled and re-used. Each mechanism can have its own set of audio and particle effects and damage components.
For example, if you have a saw trap that rotates and slides up and down in its slot, it consists of two movements. Each movement can be controlled separately, without the need to edit a pre-made animation. If you want the slot to be longer, you only need to edit the modular slot parts and tweak the sliding mechanism a little.
Trigger: This component interacts with the player, and controls the trap by activate, deactivate or toggle.
Trap: representation of the trap which contains the mechanisms. One trap can control multiple mechanisms.
Mechanism: These components define how the trap parts work. You can combine multiple mechanisms for complex trap movements - for example, a rotating blade that also slides up and down in a slot.
Effect Handlers: Use the effect handlers to subscribe to certain mechanism events and play, pause and stop particles or audio clips.
ADDING TRAP COMPONENTS TO A GAME OBJECT
You can access these tools from the component menu by either navigating to the desired component, or typing in the search bar and choose from the results.
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