This one is a very simple script that should be attached to doors and area transitions that have a target destination in the same area. The default Bioware settings means these transitions will not work for henchmen, familliars, etc. Add this script to the OnAreaTransitionClick event of the door/transition (you'll find it in the scripts tab of the properties), and it will fix the problem. Either download the erf and import to your module, or copy the code. Comments/votes are welcome.
// April 2005
// B G P Hughes
// Area transition within the same area that takes associates
void main()
{
object oClicker = GetClickingObject();
object oTarget = GetTransitionTarget(OBJECT_SELF);
SetAreaTransitionBMP(AREA_TRANSITION_RANDOM);
AssignCommand(oClicker,JumpToObject(oTarget));
object oPC = GetClickingObject();
//lines added for henchmen: B W-Husey 26th February 2003
location loidDest = GetLocation(GetWaypointByTag("WP_InnUpstairs"));
object oAssociate1 = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
object oAssociate2 = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
object oAssociate3 = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
object oAssociate4 = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
object oAssociate5 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC,1);
object oAssociate6 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC,2);
object oAssociate7 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC,3);
object oAssociate8 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPC,4);
AssignCommand(oAssociate1, JumpToObject(oTarget));
AssignCommand(oAssociate2, JumpToObject(oTarget));
AssignCommand(oAssociate3, JumpToObject(oTarget));
AssignCommand(oAssociate4, JumpToObject(oTarget));
AssignCommand(oAssociate5, JumpToObject(oTarget));
AssignCommand(oAssociate6, JumpToObject(oTarget));
AssignCommand(oAssociate7, JumpToObject(oTarget));
AssignCommand(oAssociate8, JumpToObject(oTarget));
}
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