void RespawnObject(string sTag, int iType, location lLoc) { // ResRef must be derivable from Tag string sResRef = GetStringLowerCase(GetStringLeft(sTag, 16)); CreateObject(iType, sResRef, lLoc); } void main() { float fDelay2 = 0.0; DestroyObject(OBJECT_SELF, fDelay2); string sTag = GetTag(OBJECT_SELF); int iType = GetObjectType(OBJECT_SELF); // For creatures, save the location at spawn-time as a local location and // use it instead. Otherwise, the creature will respawn where it died. location lLoc = GetLocation(OBJECT_SELF); float fDelay = 60.0; // 1000 second delay location lLoc2 = GetLocation(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_SUMMON_GATE), lLoc2, 5.0); CreateObject(OBJECT_TYPE_CREATURE,"gatebalor002", lLoc2, TRUE); AssignCommand(GetArea(OBJECT_SELF), DelayCommand(fDelay, RespawnObject(sTag, iType, lLoc))); }