void main() { object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); if (GetIsInCombat(oPC)) { string sSayThis; int iTalkVolume = TALKVOLUME_TALK; int iTalkFlag = 0; sSayThis = "Back to the cell for you fool!"; ClearAllActions(); if (GetDistanceToObject(oPC) < 8.0 && !GetIsDead(oPC) ) { ActionSpeakString(sSayThis, iTalkVolume); object oAreaP = GetArea (GetWaypointByTag("PRISON_WP6")); vector vPositionP = GetPosition (GetWaypointByTag("PRISON_WP6")); float fOrientationP = GetFacing (GetWaypointByTag("PRISON_WP6")); location lSpawnP = Location (oAreaP, vPositionP, fOrientationP); AssignCommand(oPC, ClearAllActions(TRUE)); DelayCommand(2.0, AssignCommand(oPC, ActionJumpToLocation(lSpawnP)));} } else { // Do Nothing } }