hereami Posted July 16, 2022 Share Posted July 16, 2022 (edited) In particular, for application in some follower Package. IsPlayerMovingIntoNewSpace does detect any loadscreen i guess, useless. There's a curious Condition IsTimePassing, but exact meaning is unknown. ps. Well, anyway it's pointless i guess, because even if a char runs Sandbox around player and is not a Teammate, neither Treated as follower, then still teleports by game's consideration instead of keeping slow traveling, even if directly instructed to Travel to said Sandbox location, while outside of it. Though just curious. Ehm, or that's unresolved still side effect in script for now, nvm.. Edited July 16, 2022 by hereami Link to comment Share on other sites More sharing options...
RaidersClamoring Posted July 16, 2022 Share Posted July 16, 2022 There's RegisterForPlayerTeleport() and it's corresponding Event. You could pair this with some <on location change>-type event and have either change a shared variable and then have it unregister the other event. Link to comment Share on other sites More sharing options...
SKKmods Posted July 16, 2022 Share Posted July 16, 2022 There is no direct method, but an SKK workaround; Bool bFastTravelMenu = false Self.RegisterForPlayerTeleport() Self.RegisterForMenuOpenCloseEvent("PipboyMenu") ;************************************************************ Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) If (asMenuName == "PipboyMenu") If (abOpening == True) bFastTravelMenu = True ElseIf (abOpening == False) Utility.Wait(1.0) ;for fast travel to happen bFastTravelMenu = False EndIf EndIf EndEvent ;************************************************************ Event OnPlayerTeleport() If (bFastTravelMenu == TRUE) ;do fast travel stuff bFastTravelMenu = FALSE EndIf ;************************************************************ Only consideration is if the player uses an internal/external load door within 1 second of closing the PipBoy that will be detected as fast travel. Link to comment Share on other sites More sharing options...
hereami Posted July 16, 2022 Author Share Posted July 16, 2022 Cool, thanks. Sadly that no easy native way. IsTimePassing stays intriguing. So, we still need a heavy-weight function of GameTime / Distance and pre/post-processing to determine if that was a teleport or a fair trip initiated and no way to distinguish while in progress for application in a Package.A bypass then could be something involving RemoveBeforeFastTravel keyword i think, but only if that's processed by actual FastTravel and not by every MoveTo. Gotta check out, doubtful though. Link to comment Share on other sites More sharing options...
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