#include "nw_i0_generic" void main() { object oSpawn; int nHench; object oHench; object oTarget; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); // Cutscene functions: BlackScreen(oPC); // Set the variables SetLocalInt(GetPCSpeaker(), "cbsbnt1b", 1); // Find the location to which to teleport. oTarget = GetWaypointByTag("WP_Crbt_Hllwy"); // Teleport the PC. AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, JumpToObject(oTarget)); // Also teleport associates. oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC); AssignCommand(oHench, ClearAllActions()); AssignCommand(oHench, JumpToObject(oTarget)); oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC); AssignCommand(oHench, ClearAllActions()); AssignCommand(oHench, JumpToObject(oTarget)); oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC); AssignCommand(oHench, ClearAllActions()); AssignCommand(oHench, JumpToObject(oTarget)); oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC); AssignCommand(oHench, ClearAllActions()); AssignCommand(oHench, JumpToObject(oTarget)); // Support for multiple henchmen (includes horses). nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { AssignCommand(oHench, ClearAllActions()); AssignCommand(oHench, JumpToObject(oTarget)); // Next henchman. oHench = GetHenchman(oPC, ++nHench); } // Spawn some critters. DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); DelayCommand(1.0, AssignCommand(CreateObject(OBJECT_TYPE_CREATURE, "nw_rat001", GetLocation(oPC)), DetermineCombatRound(oPC))); // Cutscene functions: DelayCommand(0.5, FadeFromBlack(oPC)); }