FIMzzZzz Posted March 13 Posted March 13 hey, i'm sick of having to adjust the scripts for my mod that comes with a moved version. first idea was to have editor markers, which get moved by tesfaith, and have the scripts get the teleport position from them. there is a script in the scripting for dummies on site 181. the script gets it's position from a global Set xpos to Start_PCX Set ypos to Start_PCY Set zpos to Start_PCZ if changed to the fallowing, it works but only if the marker is in the same cell (or maybe also a loaded neighboring cells, but i did not test that) (reference persist is set) Set xpos to ( MarkerID->GetPos X ) Set ypos to ( MarkerID->GetPos Y ) Set zpos to ( MarkerID->GetPos Z ) this also doesn't work with the console, MarkerID->GetPos X returns nothing. is this just impossible? second option, start script/manually set global. while i'm here and before i try maybe someone can confirm if it works. global: IS_MOVED_ID if ( IS_MOVED_ID == 0 ) Player->PositionCell 10000 10000 500 0 "MOD CELL NAME" else Player->PositionCell -10000 -10000 500 0 "MOD CELL NAME" endif i expect this to work, since the cells exists and are named the same. or do the coordinates factor in? if i have to only edit the global in the moved version, instead of all script this would be better already. any ideas how to detect with a start script which one is running? first a start script to detect and set the global seemed obvious but after writing, wait how to detect it so it is less editing then changing 1 global. cheers
FIMzzZzz Posted March 15 Author Posted March 15 continued... using a global works. guess the start script could be a prompt, like some mods have a setup prompt. or this script, which has an activator near the default arrival position, at pos x ~ 310000 or ~ -310000 Spoiler Begin movedornot_script short doOnce if ( doOnce == 1 ) return endif if ( player->getpos x > 299426 ) set moved_global to 0 set doOnce to 1 endif if ( player->getpos x < -299426 ) set moved_global to 1 set doOnce to 1 endif end but this requires the player to use the intended travel option. but i guess at some point the player will come across that activator... or just have several activators spread out. but the pop up prompt would be reliable but depending on the mod list, how many prompts will you end up with?
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