43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
void main()
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{
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object oTarget;
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// Get the creature who triggered this event.
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object oPC = GetEnteringObject();
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// Only fire for (real) PCs.
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if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
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return;
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// Only fire once.
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if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) )
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return;
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SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
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// Have the PC perform a sequence of actions.
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AssignCommand(oPC, ClearAllActions());
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// Have text appear over the PC's head.
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DelayCommand(1.0, FloatingTextStringOnCreature("After days of hard travel through the Sinking Lands, you have reached the Tower of Angarngi.", oPC));
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// Have text appear over the PC's head.
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DelayCommand(3.0, FloatingTextStringOnCreature("Exhausted, you look south for somewhere you can rest.", oPC));
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// Have the PC turn to face "pooitent".
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oTarget = GetNearestObjectByTag("PoloiTraders_sgn", oPC);
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DelayCommand(3.5, AssignCommand(oPC, SetFacingPoint(GetPosition(oTarget))));
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// Have the PC perform a sequence of actions.
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AssignCommand(oPC, ActionWait(3.6));
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// Have the PC perform a sequence of actions.
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AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_LOOK_FAR, 1.0, 6.0));
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// Have text appear over the PC's head.
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DelayCommand(7.0, FloatingTextStringOnCreature("In a clearing to the south sits a large tent.", oPC));
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DelayCommand(11.0, DestroyObject(OBJECT_SELF));
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}
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