func void LeTeleport()
{
Perception_Set_Normal();
B_ResetAll(self);
hero.aivar[AIV_INVINCIBLE] = FALSE;
Wld_PlayEffect("SLOW_FADE_OUT_IN",hero,hero,0,0,0,FALSE);
AI_Wait(hero,4);
AI_Teleport(hero,"CHANGE");
AI_StartState(hero,ZS_Stand_WP,0,"");
AI_Wait(hero,3);
};
I w dialogu AI_StartState(self,LeTeleport,0,"");
Powinno działać D: