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Random Explosions Tutorial


BountyHUNTER12

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Have you ever wanted to make a module look like it's under attack like the Endar Spire? WELL NOW YOU CAN, with this script created by StormTrooper789!

void main()
{
object oPc=GetFirstPC();
object oRand=GetNearestObject(OBJECT_TYPE_ALL,oPc,1);
location lRand=GetLocation(oRand);
ApplyEffectAtLocation(0,EffectVisualEffect(3003),lRand,0.0f);
PlayRumblePattern(1);
}

Now let's explain this junk :) :

object oPc=GetFirstPC() means to find your character in the module.

object oRand=GetNearestObject(OBJECT_TYPE_ALL,oPc,1) means to see what objects are near your character that are of any type(sound,placeable,character,door,waypoint, and trigger)

location lRand=GetLocation(oRand) This will generate a location for oRand so the explosions can be made.

ApplyEffectAtLocation(0,EffectVisualEffect(3003),l

Rand,0.0f) This will create an explosion at the randoms objects. 3003 means fragmentation grenade effect.

PlayRumblePattern(1) This will create a rumble effect around the explosion.

 

Compile the script and your not finished quite yet. We need the script to loop so it wont work only once. Open the *.are file of your module and add the script name without extension to the OnHeartBeat entry. CONGRATULATIONS! ;)

 

tk102 recommends Injecting this script into the heartbeat

 

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