UW2_PRC8/_module/nss/ac_jumpball.nss
Jaysyn904 5197ad9a4d Initial upload
Initial upload
2023-09-25 20:24:01 -04:00

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//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);
}