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.
Trigger
When an area transition has been entered.
Function(s)
GetClickingObject()
returns the most recent object that clicked the door (or walked into its transition). This will return the same value as GetEnteringObject()
.
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.
Remarks
OnAreaTransitionClick applies only to doors, not to areas. If this script is not specified, then the default file NW_G0_Transition will fire.
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)); }
See Also
Objects with Events | Door | Trigger | |
functions: | GetClickingObject | GetEnteringObject | GetTransitionTarget |