ok, quick update. i've got it working as well as i can on my other computer, which also has the scripts i'm using on it. but, here's kinda how it works:
set rTripwire to player.placeatme APTripwire01 1 100 0; supposedly, the numbers are # of objects, distance, and direction -- 0 = in front of
rTripwire.setangle x 0
rTripwire.setangle y 0
rTripwire.setangle z 0
set fPos to rTripwire.getpos z; fPos is a float value, until the script hits this point, it's 0
set fPos to fPos + 11
rTripwire.setpos z fPos
using a similar thing, i got grenade bunches to work most of the time
set bTargeted to placeatreticle APTrapGrenadeBunch 1 0 1200; that's objects 1, mindistance 0, mindistance 1200
rObject.setangle x 0; using a ref to set the placeatreticle doesn't work well, so i had the nade bunch set rObject here in it's onload block
rObject.setangle y 0
rObject.setangle z 0
set fPosz to rObject.getpos z
set fPosz to fPosz - 50
rObject.setpos z fPosz
...and by "doesn't work well", i mean "will for some reason keep looping back through the top of the script forever." seriously, if i used set rObject to place...etc., i could fill the entire room with whatever object i was placing, and it would never run through the lower part of the script.
as for setting up an aiming system, what i'd like to do is pop up an object to aim at, have the player move that to wherever the hell he wants, and then somehow get the guntraps to point at it when he finalizes it. what i do know is that i can easily get the 3 coordinates of the aimpoint and the guntrap, but i don't know how to translate the difference into degrees or how to ensure that the bit that gets pointed when i do it is the bit that the shots are coming out of
perms: either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.