TLResetAreaGroundTiles
From NWN Lexicon
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[edit] TLResetAreaGroundTiles(object, int, int)
Removes tile magic visual effects from an area.
void TLResetAreaGroundTiles( object oArea, int nColumns, int nRows );
[edit] Parameters
oArea
Area to remove the tile magic from.
nColumns
Columns in the area.
nRows
Rows in the area.
[edit] Description
Remove any ground area tiles created with TLChangeAreaGroundTiles in current area.
[edit] Remarks
nColumns and nRows are the size of the area. For instance, a 4 * 6 area has 4 columns and 6 rows.
This removes visual effects by destroying all placeables tagged "x2_tmp_tile" in the area. This tag is automatically assigned to all the invisible objects created with TLChangeAreaGroundTiles.
[edit] Requirements
#include " x2_inc_toollib "
[edit] Version
1.61
[edit] Example
// In the area created for the TLChangeAreaGroundTiles example create a trigger, // add this script to the trigger's OnEnter event. When the a PC (or creature) // enters the trigger the TileMagic effect will be removed. // This script will actually work from any object event except the module events. #include "x2_inc_toollib" void main() { object oArea = GetArea(OBJECT_SELF); // We only want to remove tilemagic if it already exists. if(GetLocalInt(oArea, "TILEMAGIC_APPLIED") == TRUE) { // Clear the 3x3 square of tilemagic effects: the square starts in the // area's bottom left corner and extends x columns right and y rows up. TLResetAreaGroundTiles(oArea, 3, 3); // Remove the variable so the tilemagic can be reapplied. DeleteLocalInt(oArea, "TILEMAGIC_APPLIED"); } }
[edit] See Also
functions: | |
tutorials: |
author: Lilac Soul, editors: Mistress, Sunjammer, Axe Murderer