jcdenton2012 Posted July 23, 2011 Share Posted July 23, 2011 Ok, here's what I'm trying to do. I want to script an ingest-able item: stimpack, beer, carrot, apple, etc. to teleport a person to a landmass. Every time a person ingests that item they get teleported. I don't want a doorway system. The items can be picked up, placed in your inventory, and eaten for the effect. Does anyone know how to do this? Link to comment Share on other sites More sharing options...
Korodic Posted July 23, 2011 Share Posted July 23, 2011 well I know if you want to be specific when scripting you can use a ".moveto" command. ex:player.moveto Goodsprings however I don't know how you could get SELF in a NV script (self meaning whomever has the food in their inventory and eats it, unless you are only referencing the player, in which case the above example is what you're looking for.) Link to comment Share on other sites More sharing options...
drakeelvin Posted July 24, 2011 Share Posted July 24, 2011 I think it goes something like this, but I'm not 100% sure its the OnEquip clause that does it, im maybe 75% sure of that. Make the following object script and make a new instance of a Fresh Carrot, then set your script in the script field of the ingestible. scn AliceInWonderlandCarrotScript OnEquip Player.MoveTo MyLandmassIdleMarkerRef End Of course you will also have to set an Idle Marker and make it a reference object in your landmass. That should about do it. Link to comment Share on other sites More sharing options...
sagittarius22 Posted July 24, 2011 Share Posted July 24, 2011 Try this: scn SCRIPT_Name ref TheActor Begin OnActivate set TheActor to GetACtionRef TheActor.moveto MARKER_REFERENCE End Link to comment Share on other sites More sharing options...
Korodic Posted July 24, 2011 Share Posted July 24, 2011 drake may be more correct in this case, form what I've read when using "onActivate" is doesn't allow the normal activation to happen (meaning you will click the carrot to eat it, however, it will not eat the carrot, just teleport you. However, if drake's does not work... then you could remove the carrot via script should the onactivate not satisfy your needs properly. Link to comment Share on other sites More sharing options...
sagittarius22 Posted July 24, 2011 Share Posted July 24, 2011 scn SCRIPT_Name ref TheActor Begin OnActivate set TheActor to GetACtionRef TheActor.moveto MARKER_REFERENCE TheACtor.removeitem ITEM_ID 1 End Maybe? Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 25, 2011 Share Posted July 25, 2011 (edited) You create a base effect to be included in your ingestible form. On your base effect, create a new script: scn YourScriptName begin ScriptEffectStart Moveto YourLocationREF end You also need to create a marker, like an xmarker, and name it and select it as persistent reference. Then include the name in place of YourLocationREF. Let me know if you need more information. If you look at a vanilla ingestible, and look at its base effect and its script, you can learn how it's put together. Edited July 25, 2011 by rjhelms84 Link to comment Share on other sites More sharing options...
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