raziel23x Posted May 31, 2005 Share Posted May 31, 2005 Okay here is what I am doing. I am workign on the final Version of my Gerald's house mod. I am wanting to create a room within the house with nothign but actavators in it. Each one will transport you to each city and town in the game. I have the basics down for the scripts but the hard part is I need the X,Y,Z for each city a good spot to where the player will be teleported too. IE Example will teleport you to the center of the towns and Cities and Forts. It will take for ever to go threw the entire game and find them for each. can anyone give me a complete list for each. or just help out by just give the X,Y,Z for the Major Cities and Towns Link to comment Share on other sites More sharing options...
tscrib Posted May 31, 2005 Share Posted May 31, 2005 A good way of doing this is by looking at the transport marker arrows or the door exit location arrows for the guilds in each town. You can be certain that they will not be move in other mods that people play. Be thourghtful and original, as teleportation mods have been done before. An example is the Archmage Tower mod. Try to grab the player interest in some way. Ideas-Put a quest to release each teleport activator -make it that only possible to use the teleporter for the town once you have been there in the past.- you may have to belong to a guild for some teleporters to become active or be a particular level in the guild for others. - You could kill an amount of a creature type for others to appear.-in the room could be a book with instructions on how the create other books that link to the other cities. The player collects item bits, goes to the room clicks on an inkpot activator and is given a choice about which city they can link the book to. Book ingredients could be something only found around that city you want to go to. sorry no zyx's Link to comment Share on other sites More sharing options...
raziel23x Posted May 31, 2005 Author Share Posted May 31, 2005 I am just learnign scripting for this game and I have only been using the Construction set a few months now. And is learning as I go. The main reason why I keep releasing new Versions of my mods on http://files.tessource.net/. I have been trying to figure out the head and tales of the scripting editor and have been looking at lots of the scripts looking at them for examples and also been looking at the scripts other players have used to create there mods. I am not shure out to create quest that will cause them to activate. or cause them to load in that room and so forth. Link to comment Share on other sites More sharing options...
raziel23x Posted June 1, 2005 Author Share Posted June 1, 2005 Anyone know or can provide me me a good example of a telepoter script that charges the player money to use that telepoter? Link to comment Share on other sites More sharing options...
Raven7669 Posted June 3, 2005 Share Posted June 3, 2005 No but it wouldn't be hard to write. Basically use a message box to ask the person if he is willing to pay a fee to use the teleporter.Then if they answer yes use the removeitem fucntion to take that amount of gold from him. then activate the portal. If you want I could writ the shell for you but you said you were trying to learn so this might be a good project for you. Also if you don't already have scripting for dummies I would recommend getting it. Link to comment Share on other sites More sharing options...
tscrib Posted June 7, 2005 Share Posted June 7, 2005 this is a script you can place apon a single item/door in a room... or multi items(where each item will take you to a list of other places)If placed on item you can pick up... if you are not holding a key you pick it up or if you are holding key you transport and item is LEFT on the ground. the script will give you 19 transport locations per item script used ...----------------------------------------------------The numbers used are unique number calculations, so when they add up, they equal an individual number.so i linked item names with script numbers just for reference.. ;Item locations(where they may be found????) ;1- ;2- Balmora mages ;4- Caldera mages ;7- wolvern hall ;10- Vivic mages OR key 10 on floor in roomkey 7 in hall of fire - get there with key 10 used on ther magic doorkey 4 in hall of ice - get there with key 7key 2 in hall of earth - get there with key 4key 1 in hall of air - get there with key 2 ---------------------------------------items needed------------Modname_TelepKey01UnqModname_TelepKey02UnqModname_TelepKey04UnqModname_TelepKey07UnqModname_TelepKey10Unq<-(USE THESE NAMES for items OR need to CHANGE IN SCRIPT)<- a group of 'misc' items/keys given or found at a location ?? each one in a mages guild ???<- OR given by the mage guild transportation person to the player in a conversation. misc_de_lute_01_phat <-DoorActivator item. a 'misc' item in objectmenu. Place this in the room with transporter. ModName_forcefield02_uNIQ <-look in the 'static' items list & you will see 'Active_MH_Forcefield_01' near start of list. -look at its name used for the art file. -create a new Door item in 'Door' list and find Above itme name in the 'construction set cd' -should be in main mesh folder. -place it in the 'Add art file' button in the new door item dialogue box. ---------------------------------------------------------there are a lot of comments--------------------------------------------Begin Modname_transport01short KeysNumber ;;;;Transporter door by TScrib;;;;Short EnableDoor if ( MenuMode == 1 ) returnendif if ( ENABLEDOOR == 1 ) ;;;if door is turned off(disabled) & you get lute If ( player->GetItemCount, "misc_de_lute_01_phat" >= 1 ) ;door turns on.. set ENABLEDOOR to 0 ;switch, do once.... Modname_forcefield02_uNIQ->enable endifendif if ( onactivate == 1 ) ;if player touches item(force field door) If ( Player->GetItemCount, "Modname_TelepKey01Unq" >= 1 ) set keysnumber to 1 ;it will look at player items and do basic endiF ;maths. Then look for location matching answer If ( Player->GetItemCount, "Modname_TelepKey02Unq" >= 1 ) set keysnumber to ( keysnumber + 2 ) endif If ( player->GetItemCount, "Modname_TelepKey04Unq" >= 1 ) set keysnumber to ( keysnumber + 4 ) endif If ( Player->GetItemCount, "Modname_TelepKey07Unq" >= 1 ) set keysnumber to ( keysnumber + 7 ) endif If ( Player->GetItemCount, "Modname_TelepKey10Unq" >= 1 ) set keysnumber to ( keysnumber + 10 ) endif messagebox, "Location Number == %.0f ==", keysnumber ;;;;;TEST if ( keysnumber == 1 ) ;;1--- DISABLE -If you try key1 then door is disabled ModName_forcefield02_uNIQ->disable SET ENABLEDOOR to 1 ;;you now need to enable it elseif ( keysnumber == 2 ) ;;2 player->PositionCell -754, -1006, -640, 45, "Balmora, Guild of Mages" elseif ( keysnumber == 3 ) ;;1,2 Player->Position 20900, 37600, 1050, 0 ;Ghost gate elseif ( keysnumber == 4 ) ;;4 player->PositionCell 525, 334, 490, 90, "Caldera, Guild of Mages" elseif ( keysnumber == 5 ) ;;1,4 ;;;;;;;;;;;;;;;;;;;;;;;;?????????????????location?????????? elseif ( keysnumber == 6 ) ;;2,4 ;;;;;;;;;;;;;;;;;;;;????????????????????location?????????? elseif ( keysnumber == 7 ) ;;7 player->PositionCell -31 212 159 45, "Sadrith Mora, Wolverine Hall: Mage's Guild" elseif ( keysnumber == 8 ) ;;1,7 player->PositionCell 2592, -511, -261, 270, "Ald-ruhn, Guild of Mages" elseif ( keysnumber == 9 ) ;;2,7 Player->Position -17896, 141443, 1925, 0 ;Ashlands Region near Urshilaku Camp elseif ( keysnumber == 10 ) ;;--1,2,7 or 10 player->PositionCell 0, 1392, -385, 180, "Vivec, Guild of Mages" elseif ( keysnumber == 11 ) ;;1,10 or 4,7 ;;;;;;;;;;;;;;;;;;;;;;;?????????????????location?????????? elseif ( keysnumber == 12) ;;2,10 or 1,4,7 ;;;;;;;;;;;;;;;;;;;;;;;;;???????????????location?????????? elseif ( keysnumber == 13 ) ;;2,4,7 Player->Position 31800, -102100, 1150, 0 ;;Vivic- library at shrine elseif ( keysnumber == 14 ) ;;4,10 ;;;;;;;;;;;;;;;;;;;;;;;;;;;???????????????location?????????? elseif ( keysnumber == 17 ) ;;7,10 ;;;;;;;;;;;;;;;;;????????????location?????????? elseif ( keysnumber == 18 ) ;;1,7,10 ;;;;;;;;;;;;;;;;;;?????????????location?????????? elseif ( keysnumber == 19 ) ;;2,7,10 ;;A small malfunction cast "SHOCK" player mESSAGEBOX, "You are thrown back by an electric JOLT" elseif ( keysnumber == 21 ) ;;;;;4,7,10 ;;;;;;;;;;;;;;;;;;;;;;???????????????????location?????????? else activate ;;;eXIT TO Other location if placed on 'door' item ---if No item endif ;;;Key is used then it acts like a normal door.!!!!!! set keysnumber to 0 ;;;resets Keys number for next activationendifend --------------------------------------------------------------------------------------------------------------the normal activation of the door can take you to other rooms in house or out side house. they would act as a normal door. you do not need to use a special(force field door), it could be a normal door. Just delete enable door part at start and change location 1 to hold a transport location. to take money form player. add script bit at start just after onactivate line... Link to comment Share on other sites More sharing options...
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