You will want to alter the default script "nw_g0_transition". This is an example that does currently work that you could try(I just added the parts in red):
////////////////////////////////////////////////////////////
// OnClick/OnAreaTransitionClick
// NW_G0_Transition.nss
// Copyright © 2001 Bioware Corp.
////////////////////////////////////////////////////////////
// Created By: Sydney Tang
// Created On: 2001-10-26
// Description: This is the default script that is called
// if no OnClick script is specified for an
// Area Transition Trigger or
// if no OnAreaTransitionClick script is
// specified for a Door that has a LinkedTo
// Destination Type other than None.
////////////////////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Apr 12th, 2008
//:: Added Support for Keeping mounts out of no mount areas
//::////////////////////////////////////////////////////////
#include "x3_inc_horse"
#include "x0_inc_henai"
void main()
{
object oClicker=GetClickingObject();
if (GetIsInCombat(oClicker) && !GetIsPC(oClicker)) { AssignCommand(oClicker, ClearAllActions(TRUE)); AssignCommand(oClicker, ActionMoveAwayFromObject(OBJECT_SELF, FALSE, 5.0)); return; } object oTarget=GetTransitionTarget(OBJECT_SELF);
location lPreJump=HORSE_SupportGetMountLocation(oClicker,oClicker,0.0);
Hope that helps.
Note: I did not post the whole script. I just posted the first little bit of it to show what I added to it.
Modifié par GhostOfGod, 28 septembre 2010 - 09:55 .