They won't start working until we release ACR v1.90, but the documentation is up here:
http://www.alandfaraway.org/node/2643
If folk want to start tooling traps ahead of time. You may find an example of a low-damage low-DC damage trap that hits a wide area with infinite shots on the DM FTP:
/NWN2/TechTemp/ACR_Traps/acr_inf_fire_1d6.UTW
(I have no idea how we'd want to do naming conventions for these, but we will want to make sure they're unique. ACR_Traps will use the waypoint resref from which they were generated as an index to find them later, so duplicate resrefs will make some traps inaccessible)
Edit: also, standard traps use up the following resrefs:
std_minor_acid
std_average_acid
std_strong_acid
std_deadly_acid
std_minor_acidspl
std_average_acidspl
std_strong_acidspl
std_deadly_acidspl
std_minor_elec
std_average_elec
std_strong_elec
std_deadly_elec
std_minor_fire
std_average_fire
std_strong_fire
std_deadly_fire
std_minor_frost
std_average_frost
std_strong_frost
std_deadly_frost
std_minor_neg
std_average_neg
std_strong_neg
std_deadly_neg
std_minor_sonic
std_average_sonic
std_strong_sonic
std_deadly_sonic
std_minor_spike
std_average_spike
std_strong_spike
std_deadly_spike
Any waypoints tooled with that resref won't turn into traps. They'll just not show up anywhere.
Campaign Folder Content: ACR Traps
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