         /*
 *  Script generated by LS Script Generator, v.TK.0
 *
 *  For download info, please visit:
 *  http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
 */
// Put this under "Actions Taken" in the conversation editor.


// Clears all actions and jumps the caller to the provided object.
// (Useful when this needs to be delayed.)
void ClearAndJumpToObject(object oDestination);
void ClearAndJumpToObject(object oDestination)
{
    ClearAllActions();
    JumpToObject(oDestination);
}


void main()
{
    int nHench;
    object oHench;
    object oTarget;

    // Get the PC who is in this conversation.
    object oPC = GetPCSpeaker();

    // Find the location to which to teleport.
    oTarget = GetWaypointByTag("WP_WAGON1");

    // Teleport the PC.

    AssignCommand(oPC, ClearAndJumpToObject(oTarget));
    SetLocalInt(oPC, "wagongap", 0);
    // Also teleport associates (but no visual effect for them).
    oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
    DelayCommand(0.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
    DelayCommand(0.2, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
    DelayCommand(0.3, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
    DelayCommand(0.4, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));

    // Support for multiple henchmen (includes horses).
    nHench = 1;
    oHench = GetHenchman(oPC, 1);
    while ( oHench != OBJECT_INVALID )
    {
        DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
        // Next henchman.
        oHench = GetHenchman(oPC, ++nHench);
    }
}

