All I need is for oItem (a treasure chest) is to be destroyed at end of script. I don’t know if my delays are interrupting with the script - I’ve tried what I can think of, but oItem remains after script has fired…
On Activate ItemCode so far:
void main()
{
// Wand of Reach
object oPC = GetItemActivator();
object oItem = GetItemActivated();
if ( GetTag(oItem) == "WAND_REACH_01" )
{
DelayCommand(0.3, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect
( VFX_FNF_GREATER_RUIN ), GetLocation(GetWaypointByTag("RUIN_LOC"))));
DelayCommand(1.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect
(VFX_FNF_GREATER_RUIN), oPC));
DelayCommand(2.5, CreateObjectVoid(OBJECT_TYPE_PLACEABLE, "chest002", GetLocation(oPC)));
DestroyObject(GetObjectByTag("WAND_REACH_02"), 3.0);
}
}
Thanks,
The Reluctant coder…
- EDIT: This Relectant coder figured it out. Duplicate Tags are bad! Gave not oItem, but a seperate chest having a unique tag - and all is well in scriptville. Can’t beleive I did that…