KallynLianna Posted July 2, 2017 Share Posted July 2, 2017 Hello, I'm quite new to the creation kit, and I'm trying to make a door teleport the player to another random door. I assume hits can be done with quests and/or scripts, but I`m not familiar with scripts (and haven't been able to find a comprehensive documentation/manual on them, just a few tutorials, most outdated), and not quite sure how to do it with just a Quest. Could anyone point me in the right direction, as to what to look for or what to use to achieve this? Essentially, I want a door that teleports the player to another door, much like the interior/exterior travel, but i want the teleport to pick a random destination, from a list of possible doors. Thanks in advance, Link to comment Share on other sites More sharing options...
montky Posted July 3, 2017 Share Posted July 3, 2017 awesome stuff to hear,its always great to hear a new modder is helping make FO4 stuffyou'll be up and modding in no time. I can point to some Kludge option workarounds,until a more pro FO4 modder is able to assist at some future point hehe. I recommend checking outRuadhan2300 and JetSteelethese two have made very awesome teleport frameworks,which just might be interoperable with"Any door to any where".you may also need 'better switches/logic gates'or massigest's switches network cypher2012 may also be working on a teleporter/vehicle framework. you stand on the 'teleport pad',it 'blinks you' to the relay network,and then to any random out-pad in the network. for advanced concepts,"Theta-tan dimension/ teleport realm"is a procedural iterative new lands realm,so you can 'hijack the teleports' that way, and redirect them to the new lands...which is all holograms and fractals and stuff.its another way to 'dungeon crawl'instead of only the Underwater Spelunking or the UnderBoston.it also makes people think twice before teleporting.you have to fight rad-ghosts and rad-beasts and all...it's a lot of fun. you can teleport to a new lands, and from the new lands to another cell,and reduce the loading times and more reliably teleport that way.so, that would be 'an invisible doorportal',or if you wanted to play with pre-vis and pre-batching etc,you could play an animation on a decal to show the interior of the target cell...that is trickier if you want a 'hanna-barbera' style door chase,you don't need a teleport,just match the pair of the anydoor any where,to another door ref crucially IN THE SAME CELL only,if you try matching to other cells or lands, it will break and or may wreck the save hehe.save often and save before you try hehe. ----for the random method,you could use Wilber-deGaris "Markov Chain Monte Carlo" MCMCthrough an array,or fractal fractional-infinitesimals and a rounding sort,eigen-collisions and an enum structure like they show on the wiki,all kinds of stuff.the only limitation really is the scripts or papyrus as compared to other frameworks. it depends how random you want your random to be.do you want the door to be random only for nCr elements,or nPr and nX! ? do you want the door exit portal to move while the entrance is fixed?do you want the exit portal to be at a moving elevator settlement? Link to comment Share on other sites More sharing options...
KallynLianna Posted July 9, 2017 Author Share Posted July 9, 2017 Thank you very much, Montky, I'll look into their work and see if there's something to help me with my problem. I Appreciate the help. :smile: Link to comment Share on other sites More sharing options...
FiftyTifty Posted July 9, 2017 Share Posted July 9, 2017 Oh that's easy. First, copy the door activator, and attach a script that uses the OnActivate() event. Now place XMarkers for each area the player should be teleported to. In the papyrus script: Make an ObjectReference array containing the XMarkers. We'll call it objrefArray. Create an integer variable, assigning it the number of ObjRef's in the array. We'll call it iCount. Create an Actor property that points to the player. We'll call it PlayerRef. Inside the OnActivate() event: Create another integer variable, that calls Utility.Random() with the max number being iCount. We'll call it iRandom. Then call PlayerRef.MoveTo(objrefArray[iRandom]) Et voila. I've given you all the information you need. Look around in http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus for documentation on the functions. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted July 9, 2017 Share Posted July 9, 2017 Hello, I'm quite new to the creation kit, and I'm trying to make a door teleport the player to another random door. I assume hits can be done with quests and/or scripts, but I`m not familiar with scripts (and haven't been able to find a comprehensive documentation/manual on them, just a few tutorials, most outdated), and not quite sure how to do it with just a Quest. Could anyone point me in the right direction, as to what to look for or what to use to achieve this? Essentially, I want a door that teleports the player to another door, much like the interior/exterior travel, but i want the teleport to pick a random destination, from a list of possible doors. Thanks in advance, I'm not going to get too in depth on this as it can get quite complicated depending how you decide to go about this. Short version: You're not going to use a normal door then. A regular door requires a static target. What you'd do is create an activator, using the model of a door if you wish, and attach a script. Then in that script when you activate the object it will pick the destination and use something like PlayerRef.MoveTo(DestinationTarget). In the script you would need a list of some sort of your potential destinations, then do some sort of random roll to pick one from the list. This could be accomplished by making a property on the script with an array of object references and then putting each target door exit marker as an entry in the array. This will be a time consuming job. There may be a way to use the FindAllReferencesOfType function from ObjectReference but I haven't looked at that. It will require some sort of starting object reference point and will only search that objects worldspace/interior cell. So if you're inside an interior and activating your object that may not work at all for what you're trying to do. Link to comment Share on other sites More sharing options...
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