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