// closes door when when associate gets knocked behind door and // opens it to follow Master void main() { object oDest = GetTransitionTarget(OBJECT_SELF); if(oDest == OBJECT_INVALID) {return;} else { object oNPC = GetLastUsedBy(); if(GetAssociateType(oNPC) != ASSOCIATE_TYPE_NONE) {DelayCommand(2.0,ActionCloseDoor(OBJECT_SELF));} } }