void main() { object oTarget; object oSpawn; location lTarget; // 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); ClearAllActions(); FadeToBlack(oPC); // Have the PC perform a sequence of actions. AssignCommand(oPC, ActionJumpToObject(GetObjectByTag("WP_Spn_rnsh1b"))); FadeFromBlack(oPC); // Open "inrshdr1". oTarget = GetObjectByTag("inrshdr1"); AssignCommand(oTarget, ActionOpenDoor(oTarget)); // Open "inrshdr2". oTarget = GetObjectByTag("inrshdr2"); AssignCommand(oTarget, ActionOpenDoor(oTarget)); // Have text appear over the PC's head. FloatingTextStringOnCreature("After waiting for a while, Lady Rannarsh arrives.", oPC); oTarget = GetWaypointByTag("WP_Spn_ulat01"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ulat1", lTarget); oTarget = GetWaypointByTag("WP_Spn_rnsh1"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "rannarsh1", lTarget); oTarget = oSpawn; // Cutscene functions: SetCutsceneMode(oPC, TRUE); DelayCommand(3.0, AssignCommand(oTarget, ActionStartConversation(oPC, ""))); DelayCommand(4.5, SetCutsceneMode(oPC, FALSE)); }