I have in mind a scene where your PC and party gets teleported into a dangerous area and takes heavy damage getting there. What I need to know is this - When you get to the demolition site in the Vorakia Underground, would you be good enough to take note of the health and stamina stats of your PC and the weakest follower in your party, then post them here. With enough stats from enough players I can get a better idea of just how much I can set the teleport script for without it being too much and slaughtering your followers or too little to be anything more than a momentary annoyance. Here's the scene in question: http://i123.photobucket.com/albums/o314/rroyo/Arcanum/temple01.jpg Thanks for reading this and thanks in advance for your posts.
are you dealing out the damage using the script you're teleporting with? if so, you could probably get around the issue of how much health you want to take away by relying on the stats of the PC/followers in question. What if you tried something like this for the teleport script (where <map>, <x>, <y>, <min> and <max> are values you fill in): 0. teleport Triggerer to map <map> at X:<x> Y:<y> 1. hit points of Triggerer: store current in Local 0 and maximum in Local 1 2. random number <min> to <max>: store in Local 9 3. Local 9 = Local 0 - Local 9 4. damage Triggerer unresistably for Local 9 points of type 0 damage 5. loop for Every Follower (single player) 6. hit points of Current Looped Object: store current in Local 0 and maximum in Local 1 7. random number <min> to <max>: store in Local 9 8. Local 9 = Local 0 - Local 9 9. damage Current Looped Object unresistably for Local 9 points of type 0 damage 10. loop end 11. return and RUN default or, you could leave a percentage of health remaining by using (num) = (num) / (num) or if you don't want to let the player outsmart you when they teleport (knowing not to heal because the fake damage will always leave them with between <min> and <max>, you could rely on Local 1 instead of Local 0, meaning that the experienced player, knowing that he/she is about to teleport to a place where he/she is about to take damage, will heal up instead of deliberately not healing. And whatever the type of damage (not knowing your mod yet), i imagine you could change the type of damage and whether it can be resisted, so that stats and armors could ameliorate it. Is that a helpful suggestion or did I misjudge what you're trying to do here?