OnAreaTransitionClick
From NWN Lexicon
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[edit] OnAreaTransitionClick
The script attached to this event fires when the PC enters an area transition. If a script is specified for this event then you are responsible for setting up and performing the transition manually, as the default transition will no longer function.
[edit] Trigger
When an area transition has been entered.
[edit] Function(s)
GetTransitionTarget(OBJECT_SELF) will return the destination object set up in the "Set Up Area Transition" wizard on the door, which basically uses the tag of the destination object.
[edit] Remarks
OnAreaTransitionClick applies only to doors, not to areas. If this script is not specified, then the default file NW_G0_Transition will fire.
[edit] Example
// Take the clicking object on the door to a waypoint "EVIL" if they are evil, // "GOOD" if they are good, and "NEUTRAL" if they are neutral. // It is a simple alignment-based example to move them. void main() { // Get PC clicker object oPC = GetClickingObject(); // Get thier alignment int nAlignment = GetAlignmentGoodEvil(oPC); // Declare target waypoint object oTarget; // Evil if(nAlignment == ALIGNMENT_EVIL) { oTarget = GetWaypointByTag("EVIL"); } // Good else if(nAlignment == ALIGNMENT_GOOD) { oTarget = GetWaypointByTag("GOOD"); } // Else must be neutral else { oTarget = GetWaypointByTag("NEUTRAL"); } // Move oPC, the Player, to oTarget AssignCommand(oPC, JumpToObject(oTarget)); }
[edit] See Also
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