TyrisBel Posted February 14, 2012 Share Posted February 14, 2012 I'm building a player house, and one of the things I want to do is have a bunch of standing stones that when activated will teleport you to the various cities in skyrim. I found a "Door" using a standing stone mesh model, but the only thing I can link its teleport function to is another, unused door and I don't want that. Can anyone suggest a way to do this? Link to comment Share on other sites More sharing options...
Mowsey Posted February 14, 2012 Share Posted February 14, 2012 (edited) Create a marker and position it where you want to end up in the city. Attach a script to the teleporter that does something like: ObjectReference Property TeleportMarker auto Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().MoveTo(TeleportMarker) EndEvent And set the TeleportMarker property to the marker you set up. Edited February 14, 2012 by Mowsey Link to comment Share on other sites More sharing options...
TyrisBel Posted February 14, 2012 Author Share Posted February 14, 2012 Thanks, that sounds good, can I ask you , which markers do I use? xmarkerheading? I've never done any scripting before so still a bit unsure how to do this, but this is definately the direction I want to go in Link to comment Share on other sites More sharing options...
Mowsey Posted February 14, 2012 Share Posted February 14, 2012 Thanks, that sounds good, can I ask you , which markers do I use? xmarkerheading? I've never done any scripting before so still a bit unsure how to do this, but this is definately the direction I want to go in I think xmarkerheading should work. Link to comment Share on other sites More sharing options...
TyrisBel Posted February 14, 2012 Author Share Posted February 14, 2012 Sorry ONE more question and thank you in advance for all your help. the MoveTo command where do I find the unique name for the teleportmarker? Link to comment Share on other sites More sharing options...
TyrisBel Posted February 14, 2012 Author Share Posted February 14, 2012 Ok gave it a try, the script compiles but the game CTDs when I activate the teleporter. I think it searches for the teleport reference and can't find it Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 14, 2012 Share Posted February 14, 2012 When you select the script in the CK, you should get the opportunity to set your TeleportMarker reference... Link to comment Share on other sites More sharing options...
TyrisBel Posted February 14, 2012 Author Share Posted February 14, 2012 I hate to be a pain, but can someone do a step by step for me? I've been banging my head on this for three hours now... Link to comment Share on other sites More sharing options...
TyrisBel Posted February 14, 2012 Author Share Posted February 14, 2012 Ok I am THIS close to getting it working but I'm missing something I don't know what. here's the script: Scriptname FrostfangTeleportRiften extends ObjectReference ObjectReference Property TeleportMarker auto Event OnActivate(ObjectReference akActionRef) Game.FastTravel(TeleportMarker) EndEvent Now I activate the teleport stone, and the loading screen jumps up giving me uselful(?) information about riften, then it finishes loading and then I'm in what appears to be a white-blue nothingness (much like you'd see if there were gaps in a cell. It's almost like nothing is rendering or I've dropped through the floor or something. also, the text "Activate Teleport Stone" is still on the screen and wont go away whatever I do. But the ambient noise and music is correct for Riften. Does anyone have any idea what I'm doing wrong? Link to comment Share on other sites More sharing options...
Jopon Posted February 15, 2012 Share Posted February 15, 2012 lol nice original idea...... Link to comment Share on other sites More sharing options...
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