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Player transpiration needed


pegasus1820

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Hi all, I need to get a script that will move the player to another cell when he walking into another area. More specifically I would like a player to jump down a well and when he gets to the end, it will move the player to another cell automatically. Is this possible and is it already in the game?

 

PeG

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Hi all, I need to get a script that will move the player to another cell when he walking into another area. More specifically I would like a player to jump down a well and when he gets to the end, it will move the player to another cell automatically. Is this possible and is it already in the game?

 

PeG

Not really. While it can be done using a marker placed at some point along the drop to detect if the player is within a certain distance, there are a few technical problems which may make this sort of thing have limited applications. The problem with using scripting is that it may take the game several frames to process the information needed to detect if the player has passed that distance, and then initiate the scripting to move the player. If it is a shallow well, the player will likely hit bottom (probably taking damage) before getting moved, if it is a deep well, there are fewer places you can put it unless it is part of an interior. This is because the ground heights can only have so much change in elevation between points before the cell gets bugged. The problem is that even if you test it, and the player gets moved before hitting the bottom, this may not always be the case for others. People who are running script heavy mods (like the ones which seem to be most popular) will have those scripts respond slower, so will probably hit the bottom. Even if this is not an issue with you, you may still want to just have the well (or an invisible activator placed around the edge of the well) set as an activator which people use that teleports them to the interior portion due to the different sizes that players may be and the few wells that might allow a player to jump down inside.

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Not really. While it can be done using a marker placed at some point along the drop to detect if the player is within a certain distance, there are a few technical problems which may make this sort of thing have limited applications. The problem with using scripting is that it may take the game several frames to process the information needed to detect if the player has passed that distance, and then initiate the scripting to move the player. If it is a shallow well, the player will likely hit bottom (probably taking damage) before getting moved, if it is a deep well, there are fewer places you can put it unless it is part of an interior. This is because the ground heights can only have so much change in elevation between points before the cell gets bugged. The problem is that even if you test it, and the player gets moved before hitting the bottom, this may not always be the case for others. People who are running script heavy mods (like the ones which seem to be most popular) will have those scripts respond slower, so will probably hit the bottom.

 

Would all of that not be solved by using a Trigzone placed in the well, not dissimmilar to "lethal" drops? The script could go something like...

scn WellTriggerScript
ref victim

Begin OnTriggerActor
  set victim to GetActionRef
  victim.MoveTo WellExitMarker
  autosave
end

 

I'm pretty sure OnTrigger scripts activate instantaneously.

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Not really. While it can be done using a marker placed at some point along the drop to detect if the player is within a certain distance, there are a few technical problems which may make this sort of thing have limited applications. The problem with using scripting is that it may take the game several frames to process the information needed to detect if the player has passed that distance, and then initiate the scripting to move the player. If it is a shallow well, the player will likely hit bottom (probably taking damage) before getting moved, if it is a deep well, there are fewer places you can put it unless it is part of an interior. This is because the ground heights can only have so much change in elevation between points before the cell gets bugged. The problem is that even if you test it, and the player gets moved before hitting the bottom, this may not always be the case for others. People who are running script heavy mods (like the ones which seem to be most popular) will have those scripts respond slower, so will probably hit the bottom.

 

Would all of that not be solved by using a Trigzone placed in the well, not dissimmilar to "lethal" drops? The script could go something like...

scn WellTriggerScript
ref victim

Begin OnTriggerActor
  set victim to GetActionRef
  victim.MoveTo WellExitMarker
  autosave
end

 

I'm pretty sure OnTrigger scripts activate instantaneously.

I believe there is still some delay when you have alot of scripts running, and might actually be more likely to fail due to the smaller area being detected for. If you're really pushing the limits of your system, you may even completely fall through it without being triggered. This idea really depends alot on what exactly you have to work with to get this done, and how interested you are in being able to make it work no matter what. The issue with using any sort of teleporter is that it won't work with any companions, or NPCs, so that too might be a factor. NPCs afterall can only activate objects, they won't be able to hop over a ledge. Even if you put pathing at the bottom, or right through the trigger area, they will still usually have issues.

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