As described in the title. I’m using this conversation: Extended Henchman Dialog | The Neverwinter Vault. It works perfectly where the henchmen is located but when entering a new region the henchman stands still. They will attack if enemies come close. Knowing my luck, it’s a simple fix LOL
/*
* Script generated by LS Script Generator, v.TK.0
*
* For download info, please visit:
* http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
*/
// Put this under "Actions Taken" in the conversation editor.
// Clears all actions and jumps the caller to the provided object.
// (Useful when this needs to be delayed.)
void ClearAndJumpToObject(object oDestination);
void ClearAndJumpToObject(object oDestination)
{
ClearAllActions();
JumpToObject(oDestination);
}
void main()
{
int nHench;
object oHench;
effect eVFX;
object oTarget;
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Find the location to which to teleport.
oTarget = GetWaypointByTag("WP__");
// Teleport the PC.
eVFX = EffectVisualEffect(VFX_IMP_UNSUMMON);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
DelayCommand(3.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget)));
// Also teleport associates (but no visual effect for them).
oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
// Support for multiple henchmen (includes horses).
nHench = 1;
oHench = GetHenchman(oPC, 1);
while ( oHench != OBJECT_INVALID )
{
DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
// Next henchman.
oHench = GetHenchman(oPC, ++nHench);
}
}