for 1) i'm not sure the quest framework has a "delay" mechanism. what you could try to do is have an npc at the first destination that triggers (via proximity, hail, flag, etc.) and sends the player to the followup destination. maybe issue an enhancement bug for adding a "quest::delay" method if it such a mechanism doesnt exist. if it does, maybe one of the quest guru's could chime in and give some light on it.
== sfisque
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