Any way to make an explosion effect at a door at the moment ir opens? To make it look as though it's being blown open?
Sorry to bump, but it's been two days...
I'm sorry about you not getting a response Vox, but we do not allow 'bumping' here, please do not bump a thread like this again. -RH
Open the .utd file of the door and put this script in the onOpen event of the door:void main() {
int nDamage = 20;
// Apply some damage to door opener.
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), GetLastOpenedBy());
// Explosion.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(3003), GetLocation(OBJECT_SELF));
}Save the .utd and script into override. The changes won't take effect if you use a save where you have already entered the module before. Make sure the template file name for the door is unique.
Open the .utd file of the door and put this script in the onOpen event of the door:void main() {
int nDamage = 20;
// Apply some damage to door opener.
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), GetLastOpenedBy());
// Explosion.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(3003), GetLocation(OBJECT_SELF));
}Save the .utd and script into override. The changes won't take effect if you use a save where you have already entered the module before. Make sure the template file name for the door is unique.
how does scripting like that actually work?
how does scripting like that actually work?All that script does is to apply some effects. You tell the game which effects to use and where they should be applied.