One small (but rather important) correction:

Originally Posted by Tinkerer
Initially, the main reason it needed to be a character was because there is no ItemMoveTo() call in itemScripts. Now that the movement happens via the story anyway, I can use CharacterMoveToPosition() there.


The "CharacterMoveToPosition()" above should have read "ItemMoveToPosition()" obviously, but the bad news is that there is no ItemMoveToPosition() story call either. There's only ItemMoveToTrigger(), which rather defeats the whole concept...

On the flip side, ItemMoveToTrigger() does have a _UseRotation parameter, so manual rotating would probably not have been necessary after all should there have been an ItemMoveToPosition()