Hey Fallen and script curious... I think we are getting closer to your problem's solution, thanks to
this thread in the Bioware NWN forums. Specifically, using AssignCommand-type commands on a door rather than on a PC/NPC seems to be the issue.
I will cook something up shortly, after checking the thread out more closely myself.
EDIT: The problem lies in this area:
Code:
SetCommandable(TRUE,oDoor);
SetCommandable(TRUE,oCustom);
SetCommandable(TRUE,oParty);
SetCommandable(TRUE,oPC);
AssignCommand(oDoor, ActionOpenDoor(oDoor));
ActionWait(1.0);
AssignCommand(oPC, ActionForceMoveToLocation (Location(Vector(420.65048, 164.75064, 8.00), 0.0)));
AssignCommand(oCustom, ActionForceMoveToLocation (Location(Vector(423.07117, 163.83559, 8.00), 0.0)));
AssignCommand(oParty, ActionForceMoveToLocation (Location(Vector(419.32086, 165.04903, 8.00), 0.0)));
DelayCommand(5.0, AssignCommand(oDoor, ActionCloseDoor(oDoor)));
ActionResumeConversation();
I think it will end up being more like this:
Code:
AssignCommand(oCustom, ActionOpenDoor(oDoor));
ActionWait(1.0);
AssignCommand(oCustom, ActionForceMoveToLocation (Location(Vector(423.07117, 163.83559, 8.00), 0.0)));
AssignCommand(oPC, ActionForceMoveToLocation (Location(Vector(420.65048, 164.75064, 8.00), 0.0)));
AssignCommand(oParty, ActionForceMoveToLocation (Location(Vector(419.32086, 165.04903, 8.00), 0.0)));
DelayCommand(8.0, AssignCommand(oCustom, ActionCloseDoor(oDoor)));
ActionResumeConversation();