Spike Trap Help
Zephirius
Member Posts: 419
Having trouble figuring out how to "cast" manticore spikes from a generic trigger. I want to really nail the PC! 
I don't think the trigger can cast it. But it really doesn't matter much. I don't think I arranged the ActionCastSpell right. Actually, I don't even think I'm close.
This is what I have so far...
I don't think the trigger can cast it. But it really doesn't matter much. I don't think I arranged the ActionCastSpell right. Actually, I don't even think I'm close.
This is what I have so far...
#include "nw_i0_generic"
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
if (DoOnce==TRUE) return;
SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
object oTroll = GetObjectByTag("FOREST_TROLL1");
oTroll = GetObjectByTag("FOREST_TROLL2");
oTroll = GetObjectByTag("TROLL_SHAMAN");
ActionCastSpellAtObject(SPELLABILITY_MANTICORE_SPIKES, oPC, METAMAGIC_ANY,
FALSE, 30, PROJECTILE_PATH_TYPE_ACCELERATING, TRUE);
object oTarget;
oTarget = oTroll;
AdjustReputation(oPC, oTarget, -100);
SetIsTemporaryEnemy(oPC, oTarget);
ActionAttack(oPC);
DetermineCombatRound(oPC);
}
0
Comments
object oSpikes = GetObjectByTag("SPIKES"); AssignCommand(oSpikes, ActionCastSpellAtObject(SPELLABILITY_MANTICORE_SPIKES, oPC, METAMAGIC_ANY, FALSE, 30, PROJECTILE_PATH_TYPE_ACCELERATING, TRUE));Just added an invisible object "oSpike" and AssignCommand to the spell/trap. Works great now. I'm such a bonehead!