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[LE] Help with moving a door maker's location via papyrus


GRIMVX

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Alright so I am currently just playing around with a few papyrus functions to familiarize myself. I am new to the papyrus scripting language and need help with a little dilemma. In basic terms I am trying to move a door's Door Marker with the MoveTo function. The problem is that I can not get the reference for the Door Marker. I can make a property for the actual door object and move that, but that does not change the Door Marker's location.

 

Here is my script for the MoveTo function:

Scriptname aaaideatestingOnActivateTeleExit extends ObjectReference

ObjectReference Property exitDoorTele  Auto  

ObjectReference Property teleMarkerRef  Auto  

Event OnActivate(ObjectReference akActionRef)
	exitDoorTele.MoveTo(teleMarkerRef)
EndEvent

This script is attached to a button that when activated executes the above code and changes the location of an exit door located in a different cell. I want to change the location of the actual door marker instead of the door object itself.

 

Basically, all I need to know is, how exactly can I change the location of a Door Marker through scripting. Any help would be greatly appreciated.

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Depends on which door marker you're referring to. There is a door marker that is a BIG sphere, and then there is the teleport marker which looks like a XmarkerHeading, only it's yellow. Teleport markers don't have an obtainable reference and can't be manipulated by papyrus at all. An alternative I would take is using Xmarkers as exit/enter points and move them accordingly.

Edited by TheDungeonDweller
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Depends on which door marker you're referring to. There is a door marker that is a BIG sphere, and then there is the teleport marker which looks like a XmarkerHeading, only it's yellow. Teleport markers don't have an obtainable reference and can't be manipulated by papyrus at all. An alternative I would take is using Xmarkers as exit/enter points and move them accordingly.

Thank you for your reply, I am referring to the teleport markers that look like Xmarkers, so now that I know they are not obtainable references you suggested using Xmarkers as enter/exit points. Again, I am new so this might be a dumb question, but how exactly would I go about setting Xmarkers as teleport points instead of letting CK automatically setting them as the unobtainable teleport markers. Is it something I could do in papyrus or would it be something done within CK?

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Depends on which door marker you're referring to. There is a door marker that is a BIG sphere, and then there is the teleport marker which looks like a XmarkerHeading, only it's yellow. Teleport markers don't have an obtainable reference and can't be manipulated by papyrus at all. An alternative I would take is using Xmarkers as exit/enter points and move them accordingly.

Thank you for your reply, I am referring to the teleport markers that look like Xmarkers, so now that I know they are not obtainable references you suggested using Xmarkers as enter/exit points. Again, I am new so this might be a dumb question, but how exactly would I go about setting Xmarkers as teleport points instead of letting CK automatically setting them as the unobtainable teleport markers. Is it something I could do in papyrus or would it be something done within CK?

 

I am looking at the OnTriggerEnter function. Could I make a script that when the according door is entered or activated it takes me to an XmarkerHeading located in a different cell? Or is there a better way about doing something like that?

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Xmarkers and XmarkerHeadings(Beth normally uses these for travel packages but can be used just the same as Xmarkers) can be used in papyrus. Teleport markers are just special markers that are hidden from the scripting engine. You can indeed make a script that can teleport you to xmarkers and is the preferred way for anything related to teleporting anywhere that doesn't involve load doors.

Edited by TheDungeonDweller
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  • 2 years later...

For example attach this to an activator; this will also allow followers to follow, if you don't want that remove the two fast travel lines. TargetLocation can be an xmarker of your choice.

 

Scriptname XXXX extends ObjectReference

ObjectReference Property TargetLocation Auto

Event OnActivate(ObjectReference akActionRef)
Game.GetPlayer().MoveTo(TargetLocation)
Game.EnableFastTravel()
Game.FastTravel(TargetLocation)

EndEvent

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