UW2_PRC8/_module/nss/guilesplanargate.nss

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2023-09-25 20:24:01 -04:00
//Created by Guile 01/14/07
//Put this on action taken in the conversation editor
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = oPC;
//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_IMP_UNSUMMON), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
location lTarget;
oTarget = GetWaypointByTag("planesway1");
lTarget = GetLocation(oTarget);
//only do the jump if the location is valid.
//though not flawless, we just check if it is in a valid area.
//the script will stop if the location isn't valid - meaning that
//nothing put after the teleport will fire either.
//the current location won't be stored, either
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
oTarget=GetFirstFactionMember(oPC, FALSE);
while (GetIsObjectValid(oTarget))
{
AssignCommand(oTarget, ClearAllActions());
AssignCommand(oTarget, ActionJumpToLocation(lTarget));
oTarget=GetNextFactionMember(oPC, FALSE);
}
oTarget = oPC;
effect eEffect;
eEffect = EffectAttackIncrease(12);
eEffect = SupernaturalEffect(eEffect);
DelayCommand(50.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 9000.0f));
}