Mr Love
Yeah, 2000 vertex's for a sink is a little too much! I bet it looks good though

As for texture size I tend to keep simple/back ground objects to a lower 512x512 size,
and for more up-close and interactive entities at 1024x1024. Even then it all depends
on how good your textures are and which shaders one uses.
As for the "Lucy" script, I just tested and still works fine?
One thing I did notice see in yours is the older "timer" command.
Use "etimer" now, as in "etimerstart & etimergreater"
Here's the script I used for Lucy...
:plrusingaction=1:waypointstop,state=10
:state=0:state=1
:waypointstate=0,state=1:animate=2,waypointstart
:waypointstate=2,random=20:rotateheadrandom=45
:waypointstate=3:animate=5
:waypointstate=3,waypointstop,state=1:etimerstart,resethead,state=2
:waypointstate=3,waypointstop,state=2
:waypointstate=3,state=2,random=20:rotateheadrandom=60
:waypointstate=3,state=2,etimergreater=5000:animate=2,waypointnext,state=1
:waypointstate=5:animate=5
:waypointstate=5,state=1:etimerstart,resethead,state=4
:waypointstate=5,waypointstop,state=2
:waypointstate=5,state=4,random=20:rotateheadrandom=60
:waypointstate=5,state=4,etimergreater=5000:animate=2,waypointreverse,state=1
:state=10:rotatetoplr,runfore=50,animate=3,state=11
:state=11,plrdistwithin=75:setframe=4,state=12,sound=audiobank\user\comequick.wav
:state=12:state=13
:state=12:incframe=4
:state=12,frameatend=4:animate=1
:state=13:incframe=4
:state=13,frameatend=4:animate=1
At the very to you will see "plrusingaction" (Enter key) that breaks the "waypoint" cycle.
You can use any key to accomplish this. Also a trigger will work, plrdistwithin and other commands
will do the trick.
Quote: "can a trigger-zone be temporarly turned off, and be activated by a script?"
Yes, very easy. BlackFox explains it better than I could...
https://forum.thegamecreators.com/thread/200599My games never have bugs. They just develop random features..
Lots and lots of random features...