americanwierdo Posted December 24, 2016 Share Posted December 24, 2016 I'm almost done with designing a new Dungeon mod, but I've run into a problem. There is a reward room at the end of the dungeon, and I want to create a switch that teleports the Player out of the Dungeon so that they don't have to walk all the way back. I know how to set up an activator, but how would I word the script? Anything you can tell me is appreciated. -Americanwierdo Link to comment Share on other sites More sharing options...
uhmattbravo Posted December 24, 2016 Share Posted December 24, 2016 Put an xmarker where you want to teleport to, double click it and enter a name for it. Put something like this on the activator: Begin OnActivate If isActionRef player == 1 Player.move to myXmarkerRef ;or whatever you named the marker End if End Link to comment Share on other sites More sharing options...
americanwierdo Posted December 24, 2016 Author Share Posted December 24, 2016 I;' Put an xmarker where you want to teleport to, double click it and enter a name for it.Put something like this on the activator:Begin OnActivateIf isActionRef player == 1Player.move to myXmarkerRef ;or whatever you named the markerEnd ifEnd I'm still having issues. I can't seem to get it to work. Does it matter where I place the marker? Because I'm placing it in the wilderness in front of Victor's Shack. Does it matter if it's an xmarker or a xmarkerheading? Link to comment Share on other sites More sharing options...
uhmattbravo Posted December 24, 2016 Share Posted December 24, 2016 I use the heading ones. So long as it's a persistent ref it should work (which both are by default). My auto correct also put a space in the endif and it should have something like "scn whateverYouWantToCallTheScript" at the top. How exactly is it not working? (Error messages?) I've used basically the same script many times before. Link to comment Share on other sites More sharing options...
Mktavish Posted December 25, 2016 Share Posted December 25, 2016 I use the heading ones. So long as it's a persistent ref it should work (which both are by default). My auto correct also put a space in the endif and it should have something like "scn whateverYouWantToCallTheScript" at the top. How exactly is it not working? (Error messages?) I've used basically the same script many times before.Also the "MoveTo" had a space injected. Damn those auto correct tools ... Link to comment Share on other sites More sharing options...
americanwierdo Posted December 26, 2016 Author Share Posted December 26, 2016 I use the heading ones. So long as it's a persistent ref it should work (which both are by default). My auto correct also put a space in the endif and it should have something like "scn whateverYouWantToCallTheScript" at the top. How exactly is it not working? (Error messages?) I've used basically the same script many times before.Well, it won't let me save the script when I type it in. I always assume that if it doesn't let you save, then the script is trying to preform an impossible task. But I could be wrong. How do I stop it from doing that? Link to comment Share on other sites More sharing options...
uhmattbravo Posted December 26, 2016 Share Posted December 26, 2016 It's fully possible, I assure you. Off the top of my head: improper syntax, not closing if statements, forgetting to declare variables (this example doesn't use any), forgetting to name the script, forgetting to close blocks, not using a function correctly, referencing a non persistent ref, and a bunch of other things can cause a script not to save. In this case, it was probably the name not being present or my auto correct adding spaces where they shouldn't be. Get geck powerup. It'll tell you why scripts aren't compiling. Link to comment Share on other sites More sharing options...
JoKelly Posted December 26, 2016 Share Posted December 26, 2016 basic GECK, will just refuse to save if there is some kind of error in a script. Then it will taunt you repeatedly till you pull out hair and bash your face into the keyboard. You can use Cipscis online to check your script or download GECK 1.4 power up which will help keep your blood pressure down low enough your head doesn't explode. Link to comment Share on other sites More sharing options...
Mktavish Posted December 28, 2016 Share Posted December 28, 2016 (edited) I feel I must point out ... if you simply want to teleport the player ... you can use a door. But at the location you teleport them to ... once you set up the link and the marker for teleporting outside is in place.Then just move the door which is outside , below the landscape. Hence they won't be able to use that door in reverse ... and done without any scripting. But if you want to script ... you do need the engine kicking back error descriptions.It is a lot more efficient than describing or posting them here in threads. Edited December 28, 2016 by Mktavish Link to comment Share on other sites More sharing options...
Mktavish Posted December 28, 2016 Share Posted December 28, 2016 basic GECK, will just refuse to save if there is some kind of error in a script. Then it will taunt you repeatedly till you pull out hair and bash your face into the keyboard. You can use Cipscis online to check your script or download GECK 1.4 power up which will help keep your blood pressure down low enough your head doesn't explode. Have you gotten that Neener Neener error code also ? LOL but even with error codes coming back ... I'd have to say ripping hair out and keyboard face bashing still has been my experience. oy~veh Link to comment Share on other sites More sharing options...
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