Intended effect:
Spawn flock of ravens (3), then scatter to lLoc4 waypoint.
As is - ravens spawn but won’t scatter to waypoint?
Be gentle…
code so far:
// Varable stack.
object oRaven1;
object oRaven2;
object oRaven3;
// Waypoints.
location lLoc1;
location lLoc2;
location lLoc3;
location lLoc4;
#include "nw_i0_2q4luskan"
void main() // Begin main.
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
// Declare birds.
oRaven1 = GetObjectByTag("RAVEN_01");
oRaven2 = GetObjectByTag("RAVEN_02");
oRaven3 = GetObjectByTag("RAVEN_03");
SetCommandable(TRUE, oRaven1);
SetCommandable(TRUE, oRaven2);
SetCommandable(TRUE, oRaven3);
// Waypoints.
lLoc1 = GetLocation(GetWaypointByTag("RAVENSPAWN_01"));
lLoc2 = GetLocation(GetWaypointByTag("RAVENSPAWN_02"));
lLoc3 = GetLocation(GetWaypointByTag("RAVENSPAWN_03"));
// Final destination waypoint.
lLoc4 = GetLocation(GetWaypointByTag("FLOCK_KILL"));
// Apply an effect.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect
( VFX_IMP_DUST_EXPLOSION ), lLoc2);
// Spawn critters.
DelayCommand(0.3, CreateObjectVoid(OBJECT_TYPE_CREATURE, "raven001", lLoc2));
DelayCommand(0.6, CreateObjectVoid(OBJECT_TYPE_CREATURE, "raven002", lLoc1));
DelayCommand(0.9, CreateObjectVoid(OBJECT_TYPE_CREATURE, "raven003", lLoc3));
// Create flock scatter.
DelayCommand(1.1, AssignCommand(oRaven1, ActionForceMoveToLocation(lLoc4)));
DelayCommand(1.5, AssignCommand(oRaven2, ActionForceMoveToLocation(lLoc4)));
DelayCommand(1.8, AssignCommand(oRaven3, ActionForceMoveToLocation(lLoc4)));
// Clean up encounter.
DestroyObject(oRaven1, 5.0);
DestroyObject(oRaven2, 5.3);
DestroyObject(oRaven3, 5.5);
} // End main.
Thanks, you guys are the best.