Based off something similar I needed for a cutscene before, and compiled but not tested:
void main()
{
object oPC = GetEnteringObject();
object oMember, oAssociate;
if (!GetIsPC(oPC)) return;
oMember = GetFirstFactionMember(oPC, FALSE);
while(oMember != OBJECT_INVALID)
{
if( (oAssociate = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oMember)) != OBJECT_INVALID)
{
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_INVISIBILITY), oAssociate);
}
if( (oAssociate = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oMember)) != OBJECT_INVALID)
{
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_INVISIBILITY), oAssociate);
}
if( (oAssociate = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oMember)) != OBJECT_INVALID)
{
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_INVISIBILITY), oAssociate);
}
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_INVISIBILITY), oMember);
oMember = GetNextFactionMember(oPC, FALSE);
}
}
Modifié par JasonNH, 08 décembre 2010 - 01:36 .