QuotePlus, the best way to handle this depends on your game's interface and how it handles walking to hotspots. When I click to interact with a hotspot, does the game do a blocking walk there?I use eBlock in the walking commands for my script since I felt that it would be easier to handle at my current level of (in)experience.
Or can I interrupt the walk and do something else, like in Monkey Island?
QuoteIf I read repeatedly_execute_always() correctly, it's there to simulate the "player walks onto region" event for any character (and ensure you don't end up in an infinite loop, teleporting back and forth). However:As for the teleporting, I just use a player.move command to move the player from one teleporting region to standing just next to the other region, and that works decently so far.
In the blocking case, you can just perform the teleportation in the function script, can't you?
To avoid the region-event triggering, just put the teleportation destination outside of the teleportation-triggering region going the other way
My problem is that when the player character is in one walking area, and interacts with a hotspot in another area, instead of walking to the teleport region and then walking to the hotspot, they just walk to the edge of their current walking area and do the interaction there.