Can anybody say, why this script doesn`t work:
#include "events_h"
#include "utility_h"
#include "wrappers_h"
#include "log_h"
#include "plot_h"
const int MATTE_GLOW_VFX= 5021;
void main ()
{
object oPC = GetHero();
object oParty = GetParty( oPC );
object oWP = GetObjectByTag("wp_basis");
float fWait = 2.5;
event ev = GetCurrentEvent();
object oCreator = GetEventCreator(ev);
int nEventType = GetEventType(ev);
int nEventHandled = FALSE;
Log_Events ("",ev);
switch (nEventType)
{
case EVENT_TYPE_ENTER:
{
if(oCreator == oPC || IsFollower(oCreator) == TRUE)
{
object oTarget = UT_GetNearestObjectByTag(oPC, "u_objekt");
ApplyEffectVisualEffect(OBJECT_SELF, oTarget, MATTE_GLOW_VFX, EFFECT_DURATION_TYPE_TEMPORARY,3.0);
DelayEvent(2.0, OBJECT_SELF, Event(EVENT_TYPE_CUSTOM_EVENT_01));
}
}
case EVENT_TYPE_CUSTOM_EVENT_01:
{
UT_PCJumpOrAreaTransition("basis","wp_basis");
break;
}
}
if (!nEventHandled)
{
HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
The script is in a Trigger. I want, that only the PC (or his hench)can make it work, but in fact every ramdomwalk-NSC, who enters the triggers, start the teleport of the SC.
Teleportscript doesn``t work
Débuté par
mihlena
, avril 08 2010 01:21
#1
Posté 08 avril 2010 - 01:21
#2
Posté 08 avril 2010 - 01:30
You're missing a break statement from the end of your first case. Consequently anything that enters (including a hero/follower) falls through to the custom event case and executes that immediately (meaning a hero/follower will execute it twice: immediately and again after 2 seconds).
#3
Posté 08 avril 2010 - 02:10
Thank you very much for your answer, I will try it with a break after my first case
!





Retour en haut






