I found the problem - In case it's of use to anyone:
The region entity was interactive, which meant my "field full of flowers" was correctly seen as an object. In the default game.script this meant that a left click triggered a "LeftClick" event, rather than passing the click onto the scene.script (the scene.script being where the walk to code is).
Line 48 - 76 of the default game script:
if(ActObj!=null) // i.e. interactive checked in the case of a region entity
{
// Lots of checks against what object can do, but no code causing movement
}
else // else propagate the LeftClick event to a scene, which causes move.
{
Scene.ApplyEvent("LeftClick");
}
I modified the script so that the conditions within the first half of the if statement pass the click on to the scene if no other interactive conditions are met. This meant that the actor could walk into the area.
Lines 68 - 69
// just a simple click
else ActObj.ApplyEvent("LeftClick");
Become
// Check if a LeftClick handler is available.
else if(ActObj.CanHandleEvent("LeftClick")) {
ActObj.ApplyEvent("LeftClick");
}
// Else hand to scene, allowing actor to walk into area
else {
Scene.ApplyEvent("LeftClick");
}
Sorry if this is basic stuff, but just in case it's helpful.
Have been using Wintermute for a couple of weeks now, but only now starting to really play with the scripting. It's a great system.