//:://///////////////////////////////////////////// //:: Default On Percieve //:: MM_OnPercieve_Walkto //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Checks to see if the perceived target is an enemy and if so fires the Determine Combat Round function */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { object oPC = GetLastPerceived(); if (!GetIsPC(oPC)) return; if (!GetLastPerceptionSeen()) return; object oTarget; oTarget = GetObjectByTag("NW_DEATH_CLERIC_01"); AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("hub_1968"))); oTarget = OBJECT_SELF; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget)); }