Destroy Placeable Animation?
Zephirius
Member Posts: 419
How do you get a placeable to "explode", when a spell is cast at it?
I tried a search with no luck. I didn't see anything useful with the lexicon either baring the code above...
The only thing that works with this script is the spell (chain lightning). No exploding placeables???
void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; int nOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF)); if (nOnce == TRUE) { return; } SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE); object oCaster; object oDoor; object oCandleabra; object oBed; oCaster = GetObjectByTag("LIGHTNING_001"); oDoor = GetObjectByTag("ALTAR_DOOR"); oCandleabra = GetObjectByTag("CANDLEABRA"); oBed = GetObjectByTag("BED"); AssignCommand(oCaster, ActionCastSpellAtObject(SPELL_CHAIN_LIGHTNING, oBed, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); DoPlaceableObjectAction(oCandleabra, PLACEABLE_ACTION_BASH); DelayCommand(1.5, DoPlaceableObjectAction(oBed, PLACEABLE_ACTION_BASH)); DelayCommand(2.0, AssignCommand(oDoor, ActionPlayAnimation(ANIMATION_DOOR_DESTROY))); }
I tried a search with no luck. I didn't see anything useful with the lexicon either baring the code above...
The only thing that works with this script is the spell (chain lightning). No exploding placeables???
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TR
TR
BTW, Have you got the scripting FAQs (Frequently Asked Questions, with answers) yet?
TR
I used to DM a module which had a few decorative (and immortal) chickens near the starting point. The first thing many new players would do is go and attack the chickens. It was great fun to DM-invisibly set a few epic sonic traps around the chickens.