By disabling Enforce object-based scripting, it works like a charm. However, as you mentioned the player sprite gets cut off if they are moving from the bottom edge of the room to the next room. I can probably get around this by placing an object obscuring the player at the threshold to the next room - to simulate the player passing underneath an arch or doorway.
Although it is just a work-around and i'd have to think of something else for sliding transitions between outdoor areas.
But regardless, this is a very useful module and has made my game feel much more impressive than it actually is! Creating the illusion of a huge interconnected area, rather than many seperate areas (punctuated by fade to black, or other such lesser and inferior (CONTROVERSAL STATEMENT) transitions) will hopefully make the game feel more open.
Although it is just a work-around and i'd have to think of something else for sliding transitions between outdoor areas.
But regardless, this is a very useful module and has made my game feel much more impressive than it actually is! Creating the illusion of a huge interconnected area, rather than many seperate areas (punctuated by fade to black, or other such lesser and inferior (CONTROVERSAL STATEMENT) transitions) will hopefully make the game feel more open.