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_LandSink2"); // Teleport the PC. DelayCommand(2.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget))); // Also teleport associates. oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC); DelayCommand(2.5, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC); DelayCommand(2.5, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC); DelayCommand(2.5, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC); DelayCommand(2.5, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Support for multiple henchmen (includes horses). nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { DelayCommand(2.7, SetCutsceneMode(oPC, FALSE)); DelayCommand(2.8, FadeToBlack(oPC)); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Next henchman. oHench = GetHenchman(oPC, ++nHench); } }