077E: get_active_interior_to $INTERIOR_2
803A: not $INTERIOR_2 == $INTERIOR_1 // (int)
$SOFY_WAITING == 0
04C4: store_coords_to $X_1 $Y_1 $Z_1 from_actor $PLAYER_ACTOR with_offset 15.0 15.0 15.0
04C4: store_coords_to $X_2 $Y_2 $Z_2 from_actor $PLAYER_ACTOR with_offset -15.0 -15.0 -15.0
80A4: not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $X_1 $Y_1 $Z_1 cornerB $X_2 $Y_2 $Z_2
0860: link_actor $SOFY to_interior $INTERIOR_2
077E: get_active_interior_to $INTERIOR_1
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
02CE: $GROUND = ground_z_at $X $Y $Z
0362: remove_actor $SOFY from_car_and_place_at $X $Y $GROUND
So as you can see... Once CJ enters a door, the script will make a rectangle around CJ. Once CJ is outside the rectangle, Sofy (the ped ) will get warped in front of CJ & linked to the new interior. When you enter a safehouse or something like that, you're suddenly far away from where you were before entering the door, which causes CJ to be outside the rectangle. However, this doesn't seem to work with the safehouse at Verdant Meadows, since I think you're actually at the same coordinates after entering the door, but in a different interior. I recall having police forces outside the safehouse at Verdant Meadows, & I could still hear them from inside. The policemen, their cars...
So, to sum it up... Is there any way to directly detect when CJ walks in a door, so Sofy will still follow CJ inside the house even at Verdant Meadows? Or another solution? Help appreciated.