Hi to all icarus experts out there! I have two problems in creating cutscenes. 1.) I spawn two actors with ents { "spawnflags" "32" "angle" "180" "origin" "1376 -24 -3176" "classname" "NPC_spawner" "Npc_type" "RebornMasterStaff" "spawnscript" "kor1/invisibleNonSolid" "npc_targetname" "npc_rebornmasterdoor" } { "classname" "NPC_spawner" "Npc_type" "Player" "origin" "1309 -29 -3175" //"spawnflags" "224" "npc_targetname" "npc_fakeplayer2" "angle" "0" "spawnscript" "kor1/invisibleNonSolid" "deathscript" "kor1/playerdeath" } I let them fight each other with a script : use ( "npc_rebornmasterdoor" ); use ( "npc_fakeplayer2" ); affect ( "npc_rebornmasterdoor", FLUSH ) { set ( "SET_INVISIBLE", "false" ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_NO_ACROBATICS", "true" ); set ( "SET_INVINCIBLE", "true" ); set ( "SET_RUNNING", "true" ); set ( "SET_WEAPON", "WP_SABER" ); set ( "SET_SABERACTIVE", "true" ); set ( "SET_WATCHTARGET", "npc_fakeplayer2" ); set ( "SET_FIRE_WEAPON", "true" ); } affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_INVISIBLE", "false" ); set ( "SET_FORCE_INVINCIBLE", "true" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_NO_KNOCKBACK", "true" ); set ( "SET_IGNOREALERTS", "true" ); set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > ); set ( "SET_ANGLES", < 0.000 0.000 0.000 > ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_NO_ACROBATICS", "true" ); set ( "SET_INVINCIBLE", "true" ); set ( "SET_RUNNING", "true" ); set ( "SET_WEAPON", "WP_SABER" ); set ( "SET_SABERACTIVE", "true" ); set ( "SET_WATCHTARGET", "npc_rebornmasterdoor" ); set ( "SET_FIRE_WEAPON", "true" ); } with the next script I want to kill the reborn and let the fakeplayer turn to kylo. Fakeplayer turns as intended, but still looks at the dead reborn affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > ); set ( "SET_MORELIGHT", "true" ); set ( "SET_NO_PVS_CULL", "true" ); set ( "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( "SET_INVISIBLE", "false" ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_WATCHTARGET", "NULL" ); affect ( "npc_rebornmasterdoor", FLUSH ) { set ( "SET_UNDYING", "false" ); wait ( 3000.000 ); kill ( "npc_rebornmasterdoor" ); affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_FIRE_WEAPON", "false" ); set ( "SET_SABERACTIVE", "false" ); wait ( 500.000 ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_WATCHTARGET", "npc_fakeKylo2" ); set ( "SET_VIEWTARGET", "npc_fakeKylo2" ); set ( "SET_LOOK_TARGET", "npc_fakeKylo2" ); wait ( 2000.000 ); set ( "SET_WATCHTARGET", "npc_fakeKylo2" ); set ( "SET_VIEWTARGET", "npc_fakeKylo2" ); set ( "SET_LOOK_TARGET", "npc_fakeKylo2" ); set ( "SET_ANIM_BOTH", "BOTH_STAND2" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); ... Can someone tell me how to stop the fakeplayer to look at the reborn? 2.) I use a similar foundation with ents and spawning. This time, everytime i run a script my fakeplayer changes its origin to the last position of the player. How can I prevent this? Thank you for your help!