# Trap Mechanism

![This trap has two mechanisms: one for rotating the saw, the other for moving it along the slot.](https://4289778471-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MVKw8MgRKSYbFzCqlnm%2F-MW53-WZTmJGsoTd3yjx%2F-MW54IrhTT5RZDmZwWX-%2Ftrap%20component%20illustration.PNG?alt=media\&token=0aed7334-a17a-4fc6-8f14-ac7c7d9fb89a)

These components define how the trap works: moving, rotating using physics or particles, and launching projectiles.

You can use multiple mechanisms in a single trap. Putting them together as parent-child will result in a more complex trap.&#x20;

![](https://4289778471-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MVKw8MgRKSYbFzCqlnm%2F-MVKyiy9HbN9QgTAhEWo%2F-MVKyumnmTJzVNau29dD%2Fmechanics.jpg?alt=media\&token=7df2204d-b86a-4a16-802d-caf73d3c42f8)

* **Play Mode:** After activation, the mechanism executes itself once only, or as a loop until the deactivation happens.
* **Cooldown:** Seconds before the mechanism can reactivate.  0 means no cooldown.
* **Reset on Finish:** This only available in Only Once play mode.&#x20;
* **Effects:** A list of rules that controls effects. Assign an [**Effect Handler**](https://traps.runemarkstudio.com/traps/effect-handlers/custom-effect-handler) to call a selected command on it when an Event happens.
* **Command:** what should the effect handler do when the selected event happens.

{% content-ref url="trap-mechanism/trap-animator" %}
[trap-animator](https://traps.runemarkstudio.com/traps/trap-mechanism/trap-animator)
{% endcontent-ref %}

{% content-ref url="trap-mechanism/trap-launcher" %}
[trap-launcher](https://traps.runemarkstudio.com/traps/trap-mechanism/trap-launcher)
{% endcontent-ref %}

{% content-ref url="trap-mechanism/particle" %}
[particle](https://traps.runemarkstudio.com/traps/trap-mechanism/particle)
{% endcontent-ref %}

{% content-ref url="trap-mechanism/physics" %}
[physics](https://traps.runemarkstudio.com/traps/trap-mechanism/physics)
{% endcontent-ref %}
