void main() { object oActor; // If running the lowest AI, abort for performance reasons. if ( GetAILevel() == AI_LEVEL_VERY_LOW ) return; // If busy with combat or conversation, skip this heartbeat. if ( IsInConversation(OBJECT_SELF) || GetIsInCombat() ) return; // Get the PC who will be referenced in this event. object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN); // Only fire if a PC is seen. if ( OBJECT_INVALID == oPC ) return; // Have "rgwlb1" perform a sequence of actions. oActor = GetObjectByTag("rgwlb1"); AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 60.0)); // Have "rgwlb2" perform a sequence of actions. oActor = GetObjectByTag("rgwlb2"); AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 60.0)); }