Here's the related scripts:
Spike trap activation/deactivation
function spiketrap()
if lever_4:getLeverState() == "activated" then
spawn("dm_spikes_floortrap", 1, 11, 8, 0, "spikes1")
spawn("dm_spikes_floortrap", 1, 12, 8, 0, "spikes2")
spawn("dm_spikes_floortrap", 1, 13, 8, 0, "spikes3")
spawn("dm_spikes_floortrap", 1, 11, 10, 0, "spikes4")
spawn("dm_spikes_floortrap", 1, 12, 10, 0, "spikes5")
spawn("dm_spikes_floortrap", 1, 13, 10, 0, "spikes6")
spawn("dm_spikes_floortrap", 1, 11, 9, 0, "spikes7")
spawn("dm_spikes_floortrap", 1, 13, 9, 0, "spikes8")
playSound("pressure_plate_pressed")
else
if lever_4:getLeverState() == "deactivated" then
spikes1:destroy()
spikes2:destroy()
spikes3:destroy()
spikes4:destroy()
spikes5:destroy()
spikes6:destroy()
spikes7:destroy()
spikes8:destroy()
playSound("pressure_plate_released")
else
return false
end
end
end
function spikedamage()
local spikes = findEntity("spikes1");
if (spikes ~= nil) then
damageTile(1, 11, 8, 0, 6, "physical", 30)
damageTile(1, 12, 8, 0, 6, "physical", 30)
damageTile(1, 13, 8, 0, 6, "physical", 30)
damageTile(1, 11, 10, 0, 6, "physical", 30)
damageTile(1, 12, 10, 0, 6, "physical", 30)
damageTile(1, 13, 10, 0, 6, "physical", 30)
damageTile(1, 11, 9, 0, 6, "physical", 30)
damageTile(1, 13, 9, 0, 6, "physical", 30)
else
return false
end
end