Scriptname DeadBodySackScript extends ObjectReference PlayerVampireQuestScript Property PlayerVampireQuest Auto ;this doesn't work yet because I don't know how to identify the object itselfEvent OnInit() ; This event will run once, when the script is initializedRegisterForUpdate(0.01)GotoState ("polling")EndEventState pollingEvent OnUpdate() if ;my object is at z height 0 Debug.Notification("Got what we needed, so stop polling!") UnregisterForUpdate() GotoState ("active") ; Switch to a state that doesn't use OnUpdate() else ;move my object down a little endifEndEventEndStateState active; Do nothing in hereEndState;this stuff works greatEvent OnActivate(ObjectReference akActionRef)PlayerVampireQuest.DeadBodyVictim.enable()PlayerVampireQuest.DeadBodyVictim.MoveTo(Game.GetPlayer(),0,0,afZoffset = 60)Disable()EndEventI guess it would be ok to just dump the body in front of the player instead of dropping the sack too. It might be cooler though dropping the sack, since that is what you see in the inventory. Or if it's easy to add basic physics to the sack I'm up for that too.
