#include "nw_i0_generic" void main() { object oPC = GetPCSpeaker(); object oTarget; oTarget = GetObjectByTag("inwaterbrazier"); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), GetLocation(oTarget)); DestroyObject(oTarget, 3.0); oTarget = GetObjectByTag("inwaterdoor"); SetLocked(oTarget, FALSE); AssignCommand(oTarget, ActionOpenDoor(oTarget)); object oSpawn; location lTarget; oTarget = GetWaypointByTag("WP_WPn_incpov"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "behemoth2", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = GetWaypointByTag("WP_WPn_incpov"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "behemoth2", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); }