void main() { object oBall1 = GetObjectByTag("ba2_chaosball1"); object oBall2 = GetObjectByTag("ba2_chaosball2"); object oBall3 = GetObjectByTag("ba2_chaosball3"); object oBall4 = GetObjectByTag("ba2_chaosball4"); effect eBallvis = EffectVisualEffect(VFX_IMP_KNOCK); SetLocalInt(GetObjectByTag("ba2_chaosdivice"), "Activate", 1); int nChaos1 = d4(1); float fChaos1 = IntToFloat(nChaos1); DelayCommand(fChaos1, AssignCommand(oBall1, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE))); DelayCommand(fChaos1, SetLocalInt(oBall1, "X2_L_PLC_ACTIVATED_STATE", TRUE)); DelayCommand(fChaos1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBallvis, oBall1)); int nChaos2 = d4(1); while(nChaos2 == nChaos1) {nChaos2 = d4(1);} float fChaos2 = IntToFloat(nChaos2); DelayCommand(fChaos2, AssignCommand(oBall2, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE))); DelayCommand(fChaos2, SetLocalInt(oBall2, "X2_L_PLC_ACTIVATED_STATE", TRUE)); DelayCommand(fChaos2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBallvis, oBall2)); int nChaos3 = d4(1); while(nChaos3 == nChaos1 || nChaos3 == nChaos2) {nChaos3 = d4(1);} float fChaos3 = IntToFloat(nChaos3); DelayCommand(fChaos3, AssignCommand(oBall3, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE))); DelayCommand(fChaos3, SetLocalInt(oBall3, "X2_L_PLC_ACTIVATED_STATE", TRUE)); DelayCommand(fChaos3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBallvis, oBall3)); int nChaos4 = d4(1); while(nChaos4 == nChaos1 || nChaos4 == nChaos2 || nChaos4 == nChaos3) {nChaos4 = d4(1);} float fChaos4 = IntToFloat(nChaos4); DelayCommand(fChaos4, AssignCommand(oBall4, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE))); DelayCommand(fChaos4, SetLocalInt(oBall4, "X2_L_PLC_ACTIVATED_STATE", TRUE)); DelayCommand(fChaos4, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBallvis, oBall4)); int nDRoll = d8(1); SetLocalInt(OBJECT_SELF, "DRoll", nDRoll); }