44 lines
1.3 KiB
Plaintext
Raw Normal View History

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);
}
}