i'm trying to make traps work correctly w/flying and non-corporeal creatures [i.e., NOT go off when they pass over them...]. unfortunately nwnx doesn't hook the 'trap triggered' event, so just about everything i've come up with relies on using generic triggers. i've got something that works... kinda. it's pretty kludgey and convoluted and hand-wavey, though.
a player using a trap kit will [using nwnx] lay down a generic trigger 1m bigger than a typical trap. the trigger's on-enter script checks to see if the entering creature is flying or is in the trap-setter's party, and if it is, the script exits. otherwise, a trap of the appropriate type is spawned in at the trigger's location. a subsequent immediate search roll determines whether or not the newly-spawned trap is revealed. if the trap remains undiscovered, or if the entering creature is already within the trap area, the trap goes off. the trigger's on-exit event could be used to destroy the trap until the next go-round.
i'm not happy w/this approach because there are reliability issues, w/trap detection [esp when passive detection is used], triggering, and accurate trap generation. i'm just having trouble coming up w/a better solution.
thoughts ?