void main() { object oTarget; // Get the creature who triggered this event. object oPC = GetEnteringObject(); // Only fire for (real) PCs. if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) ) return; // Only fire once. if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) ) return; SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE); // Have the PC perform a sequence of actions. AssignCommand(oPC, ClearAllActions()); // Have text appear over the PC's head. DelayCommand(1.0, FloatingTextStringOnCreature("After days of hard travel through the Sinking Lands, you have reached the Tower of Angarngi.", oPC)); // Have text appear over the PC's head. DelayCommand(3.0, FloatingTextStringOnCreature("Exhausted, you look south for somewhere you can rest.", oPC)); // Have the PC turn to face "pooitent". oTarget = GetNearestObjectByTag("PoloiTraders_sgn", oPC); DelayCommand(3.5, AssignCommand(oPC, SetFacingPoint(GetPosition(oTarget)))); // Have the PC perform a sequence of actions. AssignCommand(oPC, ActionWait(3.6)); // Have the PC perform a sequence of actions. AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_LOOK_FAR, 1.0, 6.0)); // Have text appear over the PC's head. DelayCommand(7.0, FloatingTextStringOnCreature("In a clearing to the south sits a large tent.", oPC)); DelayCommand(11.0, DestroyObject(OBJECT_SELF)); }