CreateTrapOnObject

// Creates a Trap on the object specified. // - nTrapType: The base type of trap (TRAP_BASE_TYPE_*) // - oObject: The object that the trap will be created on. Works only on Doors and Placeables. // - nFaction: The faction of the trap (STANDARD_FACTION_*). // - sOnDisarmScript: The OnDisarm script that will fire when the trap is disarmed. //                   If "" no script will fire. // - sOnTrapTriggeredScript: The OnTrapTriggered script that will fire when the //                          trap is triggered. //                          If "" the default OnTrapTriggered script for the trap //                          type specified will fire instead (as specified in the //                           traps.2da). // Note: After creating a trap on an object, you can change the trap's properties //      using the various SetTrap* scripting commands by passing in the object //      that the trap was created on (i.e. oObject) to any subsequent SetTrap* commands. void CreateTrapOnObject(int nTrapType, object oObject, int nFaction=STANDARD_FACTION_HOSTILE, string sOnDisarmScript="", string sOnTrapTriggeredScript="")

WARNING: This function is missing from NWN2 and any scripts which are imported containing this function will not compile