Пожалуйста, посмотрите скрипт и скажите в чем ошибка. Проблема в том, что некоторые НПС, которые должны атаковать невидимый объект, тормозят и вместо положенных 2-3 секунд на начало атаки, стоят, как пни в лесу, почти до конца катсцены.
Neverwinter Script
#include "x2_inc_cutscene"
#include "nw_i0_generic"
#include "x2_inc_globals"
int nCutsceneNumber = 1804;
void main()
{
object oPC = GetLastAttacker();
object oMonk1 = GetObjectByTag("Monk1");
object oMonk2 = GetObjectByTag("Monk2");
object oMonk3 = GetObjectByTag("Monk3");
object oMonk6 = GetObjectByTag("Monk6");
object oMonk5 = GetObjectByTag("Monk5");
object oMonk4 = GetObjectByTag("Monk4");
object oInvis = GetObjectByTag("hit");
object oAnimal = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
object oDominated = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
object oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC);
object oHench2 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC,2);
object oSummoned = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
object oWP1 = GetObjectByTag("WP_PC");
object oWP2 = GetObjectByTag("WP_ACC");
effect eCutPar = EffectCutsceneParalyze();
effect eInvis = EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY);
if (GetIsPC(oPC))
{
FadeToBlack(oPC, FADE_SPEED_FASTEST);
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC,ActionJumpToObject(oWP1,TRUE));
SetCutsceneMode(oPC);
DelayCommand(0.1,AssignCommand(oAnimal,ActionJumpToObject(oWP2,TRUE)));
DelayCommand(0.2,AssignCommand(oDominated,ActionJumpToObject(oWP2,TRUE)));
DelayCommand(0.3,AssignCommand(oFamiliar,ActionJumpToObject(oWP2,TRUE)));
DelayCommand(0.4,AssignCommand(oHench,ActionJumpToObject(oWP2,TRUE)));
DelayCommand(0.5,AssignCommand(oHench2,ActionJumpToObject(oWP2,TRUE)));
DelayCommand(0.6,AssignCommand(oSummoned,ActionJumpToObject(oWP2,TRUE)));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oAnimal);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oHench);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oHench2);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oDominated);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oFamiliar);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCutPar, oSummoned);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oAnimal);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oHench);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oHench2);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oDominated);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oFamiliar);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oSummoned);
DelayCommand(1.4, AssignCommand(oPC, SetCameraFacing(270.0, 15.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP)));
DelayCommand(1.6, FadeFromBlack(oPC, FADE_SPEED_FASTEST));
CutActionAttack(1.7,oMonk1,oInvis,FALSE,FALSE);
CutPlayAnimation(1.8, oPC,ANIMATION_FIREFORGET_DODGE_DUCK,0.4,FALSE);
CutActionAttack(1.9,oMonk2,oInvis,FALSE,FALSE);
CutPlayAnimation(2.0, oPC,ANIMATION_FIREFORGET_DODGE_SIDE,0.4,FALSE);
CutActionAttack(2.1,oMonk3,oInvis,FALSE,FALSE);
CutPlayAnimation(2.2, oPC,ANIMATION_FIREFORGET_DODGE_DUCK,0.4,FALSE);
CutActionAttack(2.3,oMonk4,oInvis,FALSE,FALSE);
CutPlayAnimation(2.5, oPC,ANIMATION_LOOPING_DEAD_FRONT,20.5,FALSE);
CutActionAttack(2.6,oMonk5,oInvis,FALSE,FALSE);
CutActionAttack(2.7,oMonk6,oInvis,FALSE,FALSE);
DelayCommand(29.9,FadeToBlack(oPC, FADE_SPEED_MEDIUM));
DelayCommand(30.9,EndGame(""));
}
}