fadingsignal Posted February 28, 2016 Share Posted February 28, 2016 Hey all, I feel like this is basic, but it's just not clicking in my head. Here's the simple outline:Player casts spell which summons a doorway in front of them -- this door is now a NEW reference, since it was created at runtime, in-game. It's just an activator with a door mesh to keep it simple. This door has a spell, just uses the OnActivate event to teleport them to a pre-defined x-marker in a cell, which is a reference passed directly into the script that is running on the door. Simple stuff here. Once I'm in the cell, there is another activator object statue that I want to have return the player back to where they summoned the door. However, since the door was summoned in-game, I have no idea how to get that newly created reference passed into the statue return activator script inside the cell, to bring them back.Do I need to do this with a quest and an alias? (For some reason I can never get my head around those.) Or is there some way to link a newly created reference to an existing reference dynamically? Thanks in advance! SOLVED! Used this as a basis with some restructuring: http://forums.nexusmods.com/index.php?/topic/3105920-script-help-summoning-a-door/ Link to comment Share on other sites More sharing options...
skinnytecboy Posted February 28, 2016 Share Posted February 28, 2016 You could just move an XMarker to the player (it would have to be an object reference) ...although there's probably a scripty alternative method. But anyhow, that's how I'd do it. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted February 28, 2016 Share Posted February 28, 2016 I did an example of this for someone else on the forum a while ago. Apart from the destination using a door instead of a xmarker and statue to return to the source point. The example attachment to my post has long since been removed, but I may still have it on my old laptop drive somewhere. Link to comment Share on other sites More sharing options...
fadingsignal Posted February 28, 2016 Author Share Posted February 28, 2016 I did an example of this for someone else on the forum a while ago. Apart from the destination using a door instead of a xmarker and statue to return to the source point. The example attachment to my post has long since been removed, but I may still have it on my old laptop drive somewhere. Thanks for the reply! Funny enough, after posting this I did some Googling and it actually brought me back to your post; I think this is it, no? http://forums.nexusmods.com/index.php?/topic/3105920-script-help-summoning-a-door/ It gives a pretty good structural outline, enough that it gives me something to work with. Thanks again. Link to comment Share on other sites More sharing options...
fadingsignal Posted February 29, 2016 Author Share Posted February 29, 2016 Quick update: Following this with some tweaks worked out perfectly, and refreshed me on how to manipulate variables inside another script on a reference :D http://forums.nexusmods.com/index.php?/topic/3105920-script-help-summoning-a-door/ Thank you sLoPpYdOtBiGhOlE! Link to comment Share on other sites More sharing options...
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