//:://///////////////////////////////////////////// //:: On Death //:: //::////////////////////////////////////////////// /* Shouts to allies that they have been killed */ //::////////////////////////////////////////////// #include "no_lib_data" #include "no_inc" void main() { ExecuteScript("nw_c2_default7",OBJECT_SELF); /* if (GetLocalInt(OBJECT_SELF,"NoAI") == 1) { ExecuteScript("nw_c2_default7",OBJECT_SELF); } else { //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" ); //corpse decay deactivated for Murray module float fDieDelay = 10.0; ClearAllActions(); //broadcast death SpeakString( "BC_DEAD", TALKVOLUME_SILENT_TALK ); //PrintString( GetName( OBJECT_SELF ) + " killed by " + GetName( GetLastKiller() ) ); if ( GetName( GetItemInSlot( INVENTORY_SLOT_CARMOUR, OBJECT_SELF ) ) == "Balor Properties" ) { ExecuteScript( "nw_s3_balordeth", OBJECT_SELF ); } DelayCommand( fDieDelay, ExecuteScript( "no_scr_cleanvars", OBJECT_SELF ) ); DelayCommand( fDieDelay + 0.5, ExecuteScript( "no_scr_excorpse", OBJECT_SELF ) ); //signal death to userdef SignalEvent( OBJECT_SELF, EventUserDefined( 1007 ) ); ExecuteScript("en4_mobdeath",OBJECT_SELF); } */ }