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("tyr_wp1"); // 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); } }