/*
This is a basic barrier script
*/
//------------------------------------------------------------------------------
// Created By: Gary Stewart
// Created On: Sept 3, 2008
//==============================================================================
#include "plt_cir300pt_shapeshifting"
#include "cir_constants_h"
#include "cir_functions_h"
#include "utility_h"
const int MAGIC_BARRIER_VFX = 5021;
void main()
{
//--------------------------------------------------------------------------
// Initialization
//--------------------------------------------------------------------------
// Load Event Variables
event evEvent = GetCurrentEvent(); // Event
int nEventType = GetEventType(evEvent); // Event Type
object oEventCreator = GetEventCreator(evEvent); // Event Creator
// Standard Variables
object oPC = GetHero();
object oParty = GetParty( oPC );
int bEventHandled = FALSE;
//--------------------------------------------------------------------------
// Events
//--------------------------------------------------------------------------
switch ( nEventType )
{
case EVENT_TYPE_SPAWN:
{
ApplyEffectVisualEffect(OBJECT_SELF, OBJECT_SELF, MAGIC_BARRIER_VFX, EFFECT_DURATION_TYPE_PERMANENT,0.0);
break;
}
case EVENT_TYPE_PLACEABLE_COLLISION:
case EVENT_TYPE_ENTER:
case EVENT_TYPE_USE:
{
//------------------------------------------------------------------
// EVENT_TYPE_USE:
// Sent by: The engine
// When: A creature has clicked on this placeable.
//------------------------------------------------------------------
//Don't allow the object to be used or entered
bEventHandled = TRUE;
break;
}
//Disable the barrier
case EVENT_TYPE_CUSTOM_EVENT_01:
{
RemoveVisualEffect(OBJECT_SELF, MAGIC_BARRIER_VFX);
DelayEvent(0.4, OBJECT_SELF, Event(EVENT_TYPE_CUSTOM_EVENT_02));
break;
}
case EVENT_TYPE_CUSTOM_EVENT_02:
{
WR_SetObjectActive(OBJECT_SELF, FALSE, 1);
break;
}
}
//--------------------------------------------------------------------------
// Pass any unhandled events to placeable_core
//--------------------------------------------------------------------------
if ( !bEventHandled )
HandleEvent( evEvent, RESOURCE_SCRIPT_PLACEABLE_CORE );
}
I want to use this script to create a magical barrier for my module. But I have been trying to do that. I created a script and had a invisible wall use it as it's script. However in game the wall is invisible and not magical at all. Is there a way to program this script so I can just attach it to a invisible wall and the wall will have the vfx on it?
Been trying to figure this out for days with no luck.





Retour en haut






