batuace Posted February 14, 2012 Share Posted February 14, 2012 so, i have almost everything done to make an amulet that teleports you to a safehouse (hjerim copy) with more functional mannequins and racks and all, with no entrance of course, its a lost house, and when you unnequip it sends you back to your last location, i have the markers, enchantment, the magic effect, the script (based on the dragon priests wood mask)... but i can't make it work damn it!!some little bit of the script it's wrong so it doesn't work, someone care to help me so we can upload it to the nexus? it could be very useful to be able to explore a dungeon then... overencumbered! no problem... teleport, store, get back to the dungeon!mmm maybe i'll add a forge, workbech and all that to make it complete. Link to comment Share on other sites More sharing options...
Cipscis Posted February 14, 2012 Share Posted February 14, 2012 Could you post the scripts you have at the moment? Do they all compile? If not, what errors does the compiler give? If they do compile, what happens when you try to teleport? Cipscis Link to comment Share on other sites More sharing options...
batuace Posted February 14, 2012 Author Share Posted February 14, 2012 [its aplied to a magic effect, then to an enchantment, its just like the wooden mask script, i've checked and the other script applied to the mask it's only for havok, so if you take a look at the original script, that one alone it's the one that makes you teleport, so it should... i think.... work for what i want... there are two X markers in the safehouse, one that i tried to make it move to the player when you put the amulet, so you can travel back when you unequip the amulet... and the other marker"home" that stays in the house, it compiles and no errors, but also i doesn't work, it's a ugly copy of the wooden mask script] Scriptname aaaxteleportmagicscript extends ActiveMagicEffect {magic script} objectReference property aaateleportmarker auto{where the player should return after unequip the amulet}objectReference property aaateleportmarkerhome auto{Where to put the player when the amulet is used}location property WindhelmLosthouse auto{The safehouse Cell}imageSpaceModifier property AzuraFadeToBlack auto{Use a basic fade-to-black for the transition}imageSpaceModifier property FadeToBlackBackImod autoSound Property TransitionSFX Auto objectReference property amuletActual auto{Point explicity to the unique, placed reference of the amulet in the world} ObjectReference selfRef EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster if caster == game.getPlayer() aaateleportmarker.moveto(Caster) AzuraFadeToBlack.apply() TransitionSFX.play(caster) utility.wait(2.5) caster.moveTo(aaateleportmarkerhome) FadeToBlackBackImod.apply() AzuraFadeToBlack.remove() endif endEVENT EVENT onEffectFinish(Actor Target, Actor Caster) if Caster == game.getPlayer() && game.getPlayer() .isInLocation(WindhelmLosthouse) == TRUE ;when player removes the amulet in the safehouse, return to Skyrim AzuraFadeToBlack.apply() TransitionSFX.play(caster) utility.wait(2.5) game.getPlayer().moveTo(aaateleportmarker) FadeToBlackBackImod.apply() AzuraFadeToBlack.remove() if caster.getItemCount(amuletActual) < 1 ; safety catch - if the player dropped the amulet in the safehouse, add it to inventory so it doesn't get lost. caster.addItem(amuletActual) endif endifendEVENT Link to comment Share on other sites More sharing options...
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