ozzgarth Posted March 5, 2012 Share Posted March 5, 2012 Hey!I'm currently working on a very, very complex mod that may or may not contain a portal gun based on the results of this question...can I move a trigger (cubic activator) by means of the (BEGIN GAMEMODE) Block?I am aware of intermediate scripting techniques.Please, the hopes and dreams of an Aperture Science Dual Portal Device are in your hands! Yours Truly -The Ozzgarth Link to comment Share on other sites More sharing options...
kampeao Posted May 5, 2012 Share Posted May 5, 2012 What I'm thinking...You could make something like begin gamemode activatorRef.SetPos Z 10520 activatorRef.SetPos X 566.34 end If you're trying what I'm thinking, I don't really know how to do it...If you could attach a script to the ammo when it hits something, I think that would do the trick... http://geck.bethsoft.com/index.php/SetPos Link to comment Share on other sites More sharing options...
b3w4r3 Posted May 5, 2012 Share Posted May 5, 2012 (edited) Normally this would be best accomplished using a dummy call and a marker in that cell. When you need to move the trigger you would disable it, move it to the marker, then move it to the place in the world you need it, use setpos as mentioned above, then enable. Some objects require you to wait a frame inbetween move to commands to make sure the colission gets updated. Other objects like furniture can't be moved. If you can be more specific about what you want to do I can probably give you better alternatives. I can guess, but if wrong I'm just wasting both of our time. I have moved triggers, can even make a gun that marks the position where it hits, and places (or moves) a trigger there. Your call. Edited May 5, 2012 by b3w4r3 Link to comment Share on other sites More sharing options...
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