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scriptName dunMiddenTorchSCRIPT extends objectReference
{Configurable Custom Script. Be default: when triggered, it will cast the spell from a linked ref at the triggering actor}
float property delayBetween auto
{seconds to wait between shots. Only relevant if doOnce == false}
;light property myLight auto
;{light to cast}
;projectile property myFX auto
;{light FX object to place}
auto STATE active
EVENT onTriggerEnter(ObjectReference actronaut)
if actronaut == game.getPlayer()
;gotoState("inactive")
getLinkedRef().enable(true)
;utility.wait(delayBetween)
;gotostate("active")
endif
endEVENT
EVENT onTriggerLeave(objectReference actronaut)
if actronaut == game.getPlayer()
getLinkedRef().disable(true)
endif
endEVENT
endSTATE
STATE inactive
; nothing happens here.
endSTATE
; objectReference myFXref
; myFXref = getLinkedRef().placeatme(myFX)
; myFXref.setScale(0.1)
;;send to inert state
; gotoState ("inactive")
; int i = 0
; while myFXref.getScale() < 1.0
;;store the current scale for later
; float fScale = myFXref.getscale()
; ; debug.trace(self + "fScale = " + fscale)
; i += 1
; if i > 1000
;;too many loops. Force full scale and kill the script
; ; debug.traceStack(self + "looped too many times, killing it. Scale was: " + fScale, 0)
; myFXref.disable(true)
; myFXref.delete()
; gotoState("active")
; return
; endif
; float newScale = (fScale + 0.01)
; myFXref.setScale(newScale)
; endwhile
;;begin the delay wait after we've reached full scale
; utility.wait(delayBetween)
; gotoState("active")
; endif
; endEVENT