47 lines
1.9 KiB
Plaintext
47 lines
1.9 KiB
Plaintext
//::////////////////////////////////////////////////////////////////////////////
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//::
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//:: Script Name: tele_playerjump
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//::
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//:: Use: This script is used to "jump" across an area using an explosion
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//:: effect. It makes the player look like they have been propelled into the
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//:: sky, and then come back down after roughly 4 seconds.
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//::
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//:: Created By: Birdman076
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//::
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//:: Created On: July 27, 2009
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//::
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//:: Note: This script is set up to be used from a conversation. I recommend
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//:: using a placeable with a start conversation script in its OnUsed event.
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//::
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//:: Use the Bioware script "nw_g0_convplac" in the placeable OnUsed event to
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//:: get it talking. :)
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//::
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//:: Description of nw_g0_convplac: "Use this script as the OnUsed event of a
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//:: Placeable object that is flagged as Useable, Has NO Inventory, and is NOT
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//:: Static."
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//::
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//::////////////////////////////////////////////////////////////////////////////
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void main()
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{
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object oPC = GetPCSpeaker();
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object lLocation = GetWaypointByTag("WP_FIREJUMP_01");
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// Create the effect to apply
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effect eFly = EffectDisappearAppear(GetLocation (lLocation));
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// Create the visual portion of the effect. This is instantly
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// applied and not persistant with whether or not we have the
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// above effect.
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effect eVis = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
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effect eVis1 = EffectVisualEffect(VFX_FNF_FIREBALL);
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// Apply the above visual effects to the target
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis1, oPC);
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// Apply the "jump" or "fly" effect to the player
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 4.0);
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// Sends a message to the player after the jump
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DelayCommand(6.0, SendMessageToPC(oPC, "You arrive across the blockade without so much as a scratch, this has to be the work of gnomish Tinkers..."));
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}
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