saintgrimm92 Posted October 6, 2017 Share Posted October 6, 2017 (edited) EDIT: Figured it out... Never would have thought to try it, but just started trying random similar things and, for anyone else looking for the info, Event OnEquipped believe it or not. I've got a misc item that's meant to be a teleporter, when the player uses the item, a menu pops up and allows the player to choose a teleport destination. However, I can't seem to find an event to use. I tried onactivate() and with amateur level scripting knowledge, I couldn't think of anything else. Here's my current script, which never fires. Is there a different Event I can use to detect when the player activates the item from their inventory? Scriptname AATeleporterScript extends ObjectReference Const Message Property OptionMenu Auto Const ObjectReference Property myareaTele Auto Const ObjectReference Property SancTele Auto Const Explosion Property TeleExplosion Auto Const Event OnActivate(ObjectReference akActionRef) if akactionref == game.getplayer() Menu() endif endevent Function Menu(Int aiButton = 0) Int iButton = OptionMenu.Show() If iButton == 0 game.getplayer().placeatme(teleexplosion) game.getplayer().moveto(SancTele) game.getplayer().placeatme(teleexplosion) ElseIf iButton == 1 game.getplayer().placeatme(teleexplosion) game.getplayer().moveto(myareaTele) game.getplayer().placeatme(teleexplosion) ElseIf iButton == 2 Debug.Notification("Teleport Canceled") EndIf Endfunction Edited October 6, 2017 by saintgrimm92 Link to comment Share on other sites More sharing options...
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