Callighan Posted August 15, 2009 Share Posted August 15, 2009 So I'm trying to figure out whether it's possible to warp from from one worldspace to another by use of or other collision triggers? What' I'm trying to do is make the player walk to an invisible collision marker which will automatically teleport the player into a different worldspace without making it feel like a door. Is that theorhetically possible? I'd love to know since I haven't tested it myself. Any feedback is welcomed. :) Edit: I noticed I wrongly wrote "trigger". Please don't mind that. ;D Link to comment Share on other sites More sharing options...
gsmanners Posted August 15, 2009 Share Posted August 15, 2009 I would just draw a normal trigger box and script it like this: ref target begin OnTriggerEnter set target to GetActionRef target.moveto MyTriggerTeleportMarker end Where MyTriggerTeleportMarker is some XMarkerHeading in the other worldspace. Link to comment Share on other sites More sharing options...
Callighan Posted August 15, 2009 Author Share Posted August 15, 2009 Lovely. Will test that out. Thanks. :) Addendum: it works. Thanks for that, gsmanners. Link to comment Share on other sites More sharing options...
ecksile Posted August 17, 2009 Share Posted August 17, 2009 HMMM...this could be used with destructible materials so if u blow up a door and cant use it anymore because u blew it up there would still be a way to get into buildings. Link to comment Share on other sites More sharing options...
BadPenney Posted August 17, 2009 Share Posted August 17, 2009 If you only want the player to go thru and not every Tom, Rick and MoleRat that stumbles into the trigger box, then: begin OnTriggerEnter Player player.moveto MyTriggerTeleportMarker end Link to comment Share on other sites More sharing options...
Callighan Posted August 18, 2009 Author Share Posted August 18, 2009 And if I want companions to move, I could use conditional GetInFaction, right? Link to comment Share on other sites More sharing options...
BadPenney Posted August 18, 2009 Share Posted August 18, 2009 And if I want companions to move, I could use conditional GetInFaction, right?Maybe, though I'm not sure if it is necessary. I made a similar script that allowed a player to move through a door without unlocking it. I had to make a script to prevent vanilla companions from following, if I remember correctly. Link to comment Share on other sites More sharing options...
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