The following script named i_inn_room_en and is attached to On Enter Script of the area inn_room. The problem with the script is it doesn't seem to have any effect on the object ; I'm a script newbie and I'm not even sure if oScrollInnNote is created properly (with a successful return from GetNearestObjectByTag() ) neither if eGlow is created properly before wondering if ApplyEffectToObject() functionned. I'd like to test oScrollInnNote by moving or deleting it (the object associated with it in the area) but I don't know how to that do either.
BTW is there a BBCode that I should apply to code to be easier identified?
Thank you kindly
// Area OnClientEnter Bare Bones.nss
/*
Area OnClientEnter event handler template.
Bare bones, useful to setup cutscene(s) to fire when the party enters via a party transition.
*/
// BMA-OEI 8/08/06
#include "ginc_cutscene"
int StartingConditional()
{
// Event fired via non-party transition (Load Game, Client Join, etc.)
if ( FiredFromPartyTransition() == FALSE )
{
return ( FALSE );
}
// Get party leader, force control of owned PC
object oPC = GetFirstEnteringPC();
object oLeader = GetFactionLeader( oPC );
oPC = SetOwnersControlledCompanion( oLeader );
// Based on BioWare Forums: making a placeable glow on enter.... - http://nwn.bioware.c...ml?post=7143001
object oScrollInnNote = GetNearestObjectByTag("ScrollInnNote", oPC);
effect eGlow = EffectVisualEffect(VFX_DUR_GLOW_BLUE); // Once blue function, try VFX_DUR_GLOW_WHITE
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGlow, oScrollInnNote);
// No cutscene pending, revert control to original character
SetOwnersControlledCompanion( oPC, oLeader );
return ( FALSE );
}
Edit 1: I tried the script with GetNearestObjectByTag("ScrollInnNote", oLeader) instead in vain.
Modifié par DynV, 20 septembre 2010 - 01:34 .





Retour en haut






