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buriedartifact.psc
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ScriptName BuriedArtifact Extends ObjectReference
;-- Variables ---------------------------------------
;-- Properties --------------------------------------
Group SharedDefaults collapsedonref
wwiseevent Property VisionAmbient Auto Const
{ The ambient sound that leads into the vision }
VisualEffect Property VisionEffects Auto Const
{ The visual component of the vision. }
MusicType Property VisionMusic Auto Const
{ Music To Play during the vision, should be flagged as "Plays One Selection" }
inputenablelayer Property ArtifactEnableLayer Auto hidden
EndGroup
Bool Property PickupEnabled = False Auto
ObjectReference Property FXlights Auto Const
;-- Functions ---------------------------------------
Event OnActivate(ObjectReference akActionRef)
If PickupEnabled ; #DEBUG_LINE_NO:21
ArtifactEnableLayer = inputenablelayer.Create() ; #DEBUG_LINE_NO:22
ArtifactEnableLayer.DisablePlayerControls(True, True, False, False, False, True, True, False, True, True, False) ; #DEBUG_LINE_NO:25
FXlights.Enable(False) ; #DEBUG_LINE_NO:26
PickupEnabled = False ; #DEBUG_LINE_NO:28
Self.SendCustomEvent("buriedartifact_OnArtifactAcquireStarted", None) ; #DEBUG_LINE_NO:29
If VisionEffects ; #DEBUG_LINE_NO:31
VisionEffects.Play(Game.GetPlayer() as ObjectReference, -1.0, None) ; #DEBUG_LINE_NO:32
EndIf ; #DEBUG_LINE_NO:
If VisionMusic ; #DEBUG_LINE_NO:34
VisionMusic.Add() ; #DEBUG_LINE_NO:35
EndIf ; #DEBUG_LINE_NO:
VisionAmbient.PlayAndWait(Game.GetPlayer() as ObjectReference, None, None) ; #DEBUG_LINE_NO:37
Self.ArtifactAcquired() ; #DEBUG_LINE_NO:39
EndIf ; #DEBUG_LINE_NO:
EndEvent
Function ArtifactAcquired()
If VisionEffects ; #DEBUG_LINE_NO:44
VisionEffects.Stop(Game.GetPlayer() as ObjectReference) ; #DEBUG_LINE_NO:45
EndIf ; #DEBUG_LINE_NO:
ArtifactEnableLayer.Delete() ; #DEBUG_LINE_NO:47
Self.SendCustomEvent("buriedartifact_OnArtifactAcquireEnded", None) ; #DEBUG_LINE_NO:48
EndFunction