//:://////////////////////////////////////////////////////////////////////////// //:: //:: Script Name: tele_playerjump2 //:: //:: Use: This script is used to "jump" across an area using an explosion //:: effect. It makes the player look like they have been propelled into the //:: sky, and then come back down after roughly 4 seconds. //:: //:: Created By: Birdman076 //:: //:: Created On: July 27, 2009 //:: //:: Note: This script is set up to be used from a conversation. I recommend //:: using a placeable with a start conversation script in its OnUsed event. //:: //:: Use the Bioware script "nw_g0_convplac" in the placeable OnUsed event to //:: get it talking. :) //:: //:: Description of nw_g0_convplac: "Use this script as the OnUsed event of a //:: Placeable object that is flagged as Useable, Has NO Inventory, and is NOT //:: Static." //:: //:://////////////////////////////////////////////////////////////////////////// void main() { object oPC = GetPCSpeaker(); object lLocation = GetWaypointByTag("WP_FIREJUMP_02"); // Create the effect to apply effect eFly = EffectDisappearAppear(GetLocation (lLocation)); // Create the visual portion of the effect. This is instantly // applied and not persistant with whether or not we have the // above effect. effect eVis = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE); effect eVis1 = EffectVisualEffect(VFX_FNF_FIREBALL); // Apply the above visual effects to the target ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis1, oPC); // Apply the "jump" or "fly" effect to the player ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 4.0); // Sends a message to the player after the jump DelayCommand(6.0, SendMessageToPC(oPC, "You arrive across the blockade without so much as a scratch, this has to be the work of gnomish Tinkers...")); }