@ShadoOow, did you figure this out yet?
I'm not sure if the problem I had is the same as what you're talking about, but in my module I had several instances where I wanted to do door actions fired from a trigger, like locking/unlocking, or in a couple instances have the door slam and lock right in the player's face, so to speak. Even had several automatic doors like at a store, that opened and closed as the player entered/exited the trigger around it. At first it didn't work fast enough at all.
My workaround was to place an invisible object right in the doorway, and have the trigger send the command to it, and it would close the door instead of having the door close itself. The door closed instantly. I think doors just don't react as fast to the scripted actions the way other objects do. I seem to recall reading something about that on the old forums.
I'm pretty sure I had set up some sort of generic system, where I could reuse the same scripts by using GetTag() and making the door's tag part of the closer placeable's tag and the trigger's tag, instead of unique scripts for each door. If you should decide to try this, be sure to set the placeable to plot, and make it non-static.
I don't know what to say about the projectile traps. Never had any issues with them. It's been a while since I did any of this stuff so forgive me if I'm wrong about this, but IIRC, if you're using the default scripts, are you giving them all unique tags? I think that's faster than letting it find the nearest origin object. *a little fuzzy on that bit*
I hope some of that helps.
Modifié par Izk The Mad, 11 janvier 2012 - 06:24 .