//This is the default header for most items converted to the new //tagbased system. //Remember to create 2 scripts, one using the template, and name this //script ac_"tagnameofitemgoeshere" (without the "") #include "x2_inc_switches" void main() { // Check if we have the correct event firing the script if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return; //Define Variables object oItem=GetItemActivated(); object oActivator=GetItemActivator(); object oPlayer = GetItemActivator(); object target = GetItemActivatedTarget(); string tag = GetTag(oItem); //You main script function goes under this line. object oPC; // Check if item target is valid. if (GetIsObjectValid(GetItemActivatedTarget())) { return; } // Next, do a Fly/Land animation and send the PC over to whereever // was clicked with the activated item. effect eFly; location lTarget; oPC = GetItemActivator(); lTarget = GetItemActivatedTargetLocation(); eFly = EffectDisappearAppear(lTarget); // Cutscene effects! Totally unnecessary, really, but cute. DelayCommand(2.5, FadeToBlack(oPC, FADE_SPEED_FASTEST)); DelayCommand(4.2, FadeFromBlack(oPC, FADE_SPEED_FASTEST)); // Duration MUST be 3.0 or higher. Higher for busy areas. ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 4.0); }