----------------------------------------------------------------- --tells the fuse platform to light up and start moving towards it's destination ----------------------------------------------------------------- function onDie(self, msg) --telling the fuse to start local object = self:GetObjectsInGroup{group = "Fuse", ignoreSpawners = true}.objects[1] if object then object:GoToWaypoint{iPathIndex = 16, bAllowPathingDirectionChange = false} object:PlayFXEffect{name = "firebrick", effectID = 270, effectType = "create"} object:PlayFXEffect{name = "bigboomsupercharge", effectID = 580, effectType = "create"} end local object = self:GetObjectsInGroup{group = "MaelstromWall2", ignoreSpawners = true}.objects[1] if object then object:GoToWaypoint{iPathIndex = 1, bAllowPathingDirectionChange = false} end --initiating all the spawner networks local spawnerObj = LEVEL:GetSpawnerByName("Final_Apes_1") if spawnerObj then spawnerObj:SpawnerActivate() spawnerObj:SpawnerReset() end local spawnerObj = LEVEL:GetSpawnerByName("Final_Captains_1") if spawnerObj then spawnerObj:SpawnerActivate() spawnerObj:SpawnerReset() end local spawnerObj = LEVEL:GetSpawnerByName("Final_Pirates_1") if spawnerObj then spawnerObj:SpawnerActivate() spawnerObj:SpawnerReset() end end