void main() { float fDelay; effect eF1 = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE); effect eF2 = EffectVisualEffect(VFX_BEAM_HOLY); effect eF3 = EffectVisualEffect(VFX_FNF_STRIKE_HOLY); effect eF4 = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY); effect eF5 = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); effect eDam; object oGate = OBJECT_SELF; object oPC = GetLastUsedBy(); object oTarget = GetWaypointByTag("KeltrianDepths"); location lTarget = GetLocation(oPC); location lTarget2 = GetLocation(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF1, lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF2, lTarget2); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF3, lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF3, lTarget2); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF4, lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF5, lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eF5, lTarget2); DelayCommand(1.0, AssignCommand(oPC, JumpToObject(oTarget))); }