Здрасьте, вот делал сценку на основе Айванской и решил добавить спелл огненного шара, но ничего не вышло, вот пример, делал как было показано в тулсете...
NSS
//::///////////////////////////////////////////////
//:: Copyright © 2004 WRG!
//:://////////////////////////////////////////////
//:: Created By: Aiwan
//:: Created On: 7.08.2004
//:://////////////////////////////////////////////
void main()
{
object oPC = GetPCSpeaker();
object oNPC = GetObjectByTag("NPC_UPIR");
object oDoor = GetNearestObjectByTag("DOOR1");
object oLuk = GetNearestObjectByTag("PORTAL");
object oSec = OBJECT_SELF;
object oWPpc = GetWaypointByTag("WP_PC1");
object oWPpc2 = GetWaypointByTag("WP_PC2");
object oWP1 = GetWaypointByTag("UPIR1");
object oWP2 = GetWaypointByTag("UPIR2");
object oWP3 = GetWaypointByTag("UPIR3");
object oWP4 = GetWaypointByTag("UPIR4");
object oWP5 = GetWaypointByTag("UPIR5");
object oAnimal = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
object oDominated = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
object oHenchman = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC);
object oSummoned = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
//::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
effect eCutInv = EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY);
effect eCutPar = EffectCutsceneParalyze();
{
SetLocalInt(oPC, "CUT_SCEN_02", TRUE);
SetLocalLocation(oPC,"START_POINT", GetLocation(oPC));
AssignCommand(oSec, ActionPauseConversation());
AssignCommand(oNPC, ClearAllActions());
AssignCommand(oNPC, ActionJumpToObject(oWP1));
AssignCommand(oNPC, ActionDoCommand(SetFacingPoint(GetPosition(oDoor))));
FadeToBlack(oPC, FADE_SPEED_FASTEST);
AssignCommand(oPC, ClearAllActions());
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oPC, 41.0);
SetCutsceneMode(oPC);
SetAILevel(oNPC, AI_LEVEL_HIGH);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutPar, oAnimal, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oAnimal, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutPar, oHenchman, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oHenchman, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutPar, oDominated, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oDominated, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutPar, oFamiliar, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oFamiliar, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutPar, oSummoned, 40.5);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oSummoned, 40.5);
DelayCommand(1.0, AssignCommand(oPC, JumpToObject(oWPpc)));
DelayCommand(1.5, AssignCommand(oPC, SetCameraFacing(10.0, 12.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP)));
DelayCommand(2.0, FadeFromBlack(oPC, FADE_SPEED_MEDIUM));
DelayCommand(2.5, AssignCommand(oPC, ClearAllActions()));
DelayCommand(3.0, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_LOOK_FAR, 0.9, 5.0)));
DelayCommand(3.5, AssignCommand(oPC, SetCameraFacing(10.0, 20.0, 40.0, CAMERA_TRANSITION_TYPE_SLOW)));
// Повернем ракурс камеры
DelayCommand(4.0, AssignCommand(oNPC, SpeakString("Должен есть мозги!")));
DelayCommand(5.0, AssignCommand(oNPC, ActionMoveToObject(oWP2)));
DelayCommand(7.0, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 0.9, 3.0)));
DelayCommand(8.0, AssignCommand(oNPC, SpeakString("Должен найти!")));
DelayCommand(9.5, AssignCommand(oNPC, ActionForceMoveToObject(oWP3, TRUE, 1.0, 7.0)));
DelayCommand(10.0, AssignCommand(oNPC, ActionDoCommand(SetFacingPoint(GetPosition(oWP3)))));
DelayCommand(11.0, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 0.9, 5.0)));
DelayCommand(12.0, AssignCommand(oPC, ClearAllActions()));
DelayCommand(12.5, FadeToBlack(oPC, FADE_SPEED_FASTEST));
DelayCommand(13.5, AssignCommand(oPC, JumpToObject(oWPpc2)));
DelayCommand(13.6, AssignCommand(oPC, SetCameraFacing(130.0, 20.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP)));
DelayCommand(14.5, FadeFromBlack(oPC, FADE_SPEED_MEDIUM));
//==============================================================================
DelayCommand(17.0, AssignCommand(oNPC, ActionDoCommand(SetFacingPoint(GetPosition(oDoor)))));
DelayCommand(19.0, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_LOOK_FAR, 0.9, 3.0)));
DelayCommand(20.0, AssignCommand(oNPC, SpeakString("Сожру его мозги позже! Надо сваливать!")));
DelayCommand(21.0, AssignCommand(oNPC, ActionCastSpellAtObject(int nFireball, object oNPC3, int nMetaMagic=METAMAGIC_FIRE, int bCheat=FALSE, int nDomainLevel=0, int nProjectilePathType_FIRE=PROJECTILE_PATH_TYPE_DEFAULT, int bInstantSpell=TRUE); // Именно здесь я делаю спелл огненного шара. Делал как написано в тулсете
DelayCommand(24.0, AssignCommand(oNPC, ActionForceMoveToObject(oWP4, FALSE, 1.0, 15.0)));
DelayCommand(27.0, AssignCommand(oNPC, ActionDoCommand(SetFacingPoint(GetPosition(oWP5)))));
DelayCommand(28.0, AssignCommand(oPC, ClearAllActions()));
DelayCommand(28.6, AssignCommand(oPC, SetCameraFacing(130.0, 10.0, 40.0, CAMERA_TRANSITION_TYPE_SLOW)));
DelayCommand(28.0, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 0.9, 3.0)));
DelayCommand(33.0, AssignCommand(oLuk, ActionPlayAnimation(ANIMATION_PLACEABLE_OPEN, 1.0)));
DelayCommand(36.5, AssignCommand(oNPC, ClearAllActions()));
DelayCommand(33.0, AssignCommand(oNPC, ActionMoveToObject(oWP5)));
DelayCommand(39.5, AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 3.0, 1.0)));
DelayCommand(40.5, AssignCommand(oNPC, ClearAllActions()));
DelayCommand(40.8, AssignCommand(oNPC, ActionDoCommand(DestroyObject(oNPC))));
DelayCommand(41.5, AssignCommand(oLuk, ActionPlayAnimation(ANIMATION_PLACEABLE_CLOSE, 2.0)));
DelayCommand(42.0, AssignCommand(oPC, ClearAllActions()));
DelayCommand(42.5, FadeToBlack(oPC, FADE_SPEED_FASTEST));
DelayCommand(43.5, AssignCommand(oPC, ActionJumpToLocation(GetLocalLocation(oPC,"START_POINT"))));
DelayCommand(44.5, FadeFromBlack(oPC, FADE_SPEED_MEDIUM));
DelayCommand(45.5, AssignCommand(oSec, ActionResumeConversation()));
DelayCommand(46.0, SetCutsceneMode(oPC, FALSE));
}
}