So I've got that cutscene when my PC goes to bed and my Henchman, called Lionel, should go away but he don't. So anyone could help me?
And another issue it that sounds that I've attached don't realy play.
#include "x2_inc_cutscene"
void main()
{
object oPC = GetLastUsedBy();
object oDoor = GetNearestObjectByTag("5_bedroomdoor");
object oLionel = GetObjectByTag("Lionel");
object oAnimal = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
object oDom = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
object oSummon = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
object oWP = GetWaypointByTag("WP_bedroomlionel");
location lWP = GetLocation(oWP);
int nCutsceneNumber = 10;
CutSetActiveCutscene(nCutsceneNumber, CUT_DELAY_TYPE_CONSTANT);
CutSetActiveCutsceneForObject(oPC, nCutsceneNumber, TRUE);
CutSetActiveCutsceneForObject(oMetresse, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oLionel, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oAnimal, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oDom, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oFamiliar, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oSummon, nCutsceneNumber, FALSE);
CutSetActiveCutsceneForObject(oDoor, nCutsceneNumber, FALSE);
CutSetCutsceneMode(0.0, oPC, TRUE, FALSE, TRUE, FALSE);
CutSetCamera(0.0, oPC, CAMERA_MODE_TOP_DOWN, 225.0, 4.5, 75.0, CAMERA_TRANSITION_TYPE_SNAP);
CutSpeakString(1.0, oLionel, "W takim razie opuszczÄ™ was, panie.");
CutActionMoveToLocation(1.5, oAnimal, lWP, FALSE);
CutActionMoveToLocation(1.5, oDom, lWP, FALSE);
CutActionMoveToLocation(1.5, oFamiliar, lWP, FALSE);
CutActionMoveToLocation(1.5, oSummon, lWP, FALSE);
CCutActionMoveToLocation(1.5, oLionel, lWP, FALSE);
CutActionCloseDoor(3.0, oLionel, oDoor);
CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_CHEST, oPC));
CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC));
CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_HEAD, oPC));
CutFadeToBlack(9.0, oPC, FADE_SPEED_MEDIUM);
DelayCommand(10.0, ForceRest(oPC));
CutPlaySound(11.0, oPC, "as_cv_woodframe1");
CutPlaySound(12.0, oPC, "as_cv_woodframe2");
CutPlaySound(13.0, oPC, "as_cv_woodframe1");
CutPlaySound(14.0, oPC, "as_pl_snoringm1");
CutFadeFromBlack(17.0, oPC, FADE_SPEED_MEDIUM);
CutSetCutsceneMode(19.0, oPC, FALSE, FALSE, FALSE, FALSE);
}