Apologies if this is not the correct forum to post this question but I figured it was somehow related to scripting. If not, please redirect me, eh?
Here's the issue from a player's perspective: I decided to try to use this little-used subskill to identify the position of traps that were currently too high DC for my toon to
recover but wanted to return to the area with all the trap locations pre-marked either when my toon gained higher skill or when a high-skill party member entered the pre-trod area.. (At this point, just for testing purposes, it is an SP module, a purely vanilla v1.69 one, so I am assuming it is the default trap-handling dynamic.) Upon returning, after significant time elapsed, to the same area, not all of the traps that had been flagged were visible. Some eventually became visible again as I switched over to Detect mode again similar to the original detect action.
So... now I am thoroughly confused as to how it (flagging) was intended to work. Does it (the trap) still run through an OnHeartbeat detect action even after flagged? Or is the Search check supposed to be instantly ignored once it has been flagged?
I was planning on using this method in our LAN games to pre-mark traps for recovery by our most highly-skilled party member when they entered the same area, but now I am dubious whether the traps will be instantly visible to them. (In some cases, our expert disabler does not always have a high Search skill.)
So, do you guys understand how this function is supposed to work in the vanilla game? If it doesn't work the way I anticipated it would (I have never found ANY description of this function), could it be modified to work that way or is it hard-coded?
Thanks for any clarification about this, gang.
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