//:://///////////////////////////////////////////// //:: Name Spawn Kit On Area Exit //:: FileName //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* The idea here is create a *wrapper* place all of your Area On Exit scripts here. This makes it a bit more effecient when attempting to update the individual scripts (as I found out trying to update the ACME module. */ //::////////////////////////////////////////////// //:: Created By: Donny Wilbanks //:: Created On: 09/17/04 //::////////////////////////////////////////////// void main() { ExecuteScript("asg_a_onexit",OBJECT_SELF); { float cleanupdelay = 30.0; //if you change this it alters how long before // the area cleans up, if you do change it INCLUDE THE DECIMAL, or it won't // work if(!GetIsPC(GetExitingObject()) ) { return; } object oPC = GetExitingObject(); if (!GetIsPC(oPC)) return; oPC = GetFirstPC(); while (oPC != OBJECT_INVALID) { if (OBJECT_SELF == GetArea(oPC)) return; else oPC = GetNextPC(); } DelayCommand(cleanupdelay, ExecuteScript("areacleanup", OBJECT_SELF)); { // Get the creature who triggered this event. object oPC = GetExitingObject(); // Only fire for (real) PCs. if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) ) return; // Destroy an object (not fully effective until this script ends). DestroyObject(GetObjectByTag("SilverSpringKey")); } } }