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A bounding-box trigger in which a passing AI can “sense” the Player. Place these in hallway junctions then link each trap to each of the nearby traps that the hallways lead to. The Player‘s movement through the trap is relayed to patrolling AI.

Messages PhysEnter, PhysExit, Breadcrumb(data1 = dest_obj)
Links Route
Properties Script\Timing

See Also

tnhscript/trigbreadcrumb.txt · Last modified: 2010/11/23 00:12 (external edit)