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Moving player companions as part of a teleport effect.


Vagrant0

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I've run into a bit of a snag with my project, and figured I'd try around here to see if anyone has an easy solution to this.

 

Basically, I have a scripted spell effect which when cast on the player by an activator. teleports the player to a specific location. However I would also like to have any following companions moved too. If possible, within the same scripted effect (area based).

 

The effect duration has to be 2 seconds, with the player being moved at the end. I've tried moving the companions first, within a scripteffectstart block, but the game would crash upon the exit cell being loaded. I can't move the companions after the player since any scripts on them would no longer work if the player is no longer in the same place they are. Meaning that they would need to be moved before the player, or another script (quest, or on the player) would then need to move those actors.

 

Since I can't plan for specific companions, since everyone uses different ones, and most companions don't have quest scripting which moves them if the player teleports, I kinda need to figure out a way of making it work with out knowing how many, or which actors are going to be used.

 

The only other solution I thought of was using a quest script to register the references of nearby, following, actors, and attacg another effect to the player which will move those references to the player when they reach the other side. But that's a bit complicated, and was hoping for something a bit more simplistic.

 

Any ideas?

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I've run into a bit of a snag with my project, and figured I'd try around here to see if anyone has an easy solution to this.

 

Basically, I have a scripted spell effect which when cast on the player by an activator. teleports the player to a specific location. However I would also like to have any following companions moved too. If possible, within the same scripted effect (area based).

 

The effect duration has to be 2 seconds, with the player being moved at the end. I've tried moving the companions first, within a scripteffectstart block, but the game would crash upon the exit cell being loaded. I can't move the companions after the player since any scripts on them would no longer work if the player is no longer in the same place they are. Meaning that they would need to be moved before the player, or another script (quest, or on the player) would then need to move those actors.

 

Since I can't plan for specific companions, since everyone uses different ones, and most companions don't have quest scripting which moves them if the player teleports, I kinda need to figure out a way of making it work with out knowing how many, or which actors are going to be used.

 

The only other solution I thought of was using a quest script to register the references of nearby, following, actors, and attacg another effect to the player which will move those references to the player when they reach the other side. But that's a bit complicated, and was hoping for something a bit more simplistic.

 

Any ideas?

Not surprising the lack of answers since this is really a difficult question.

The idea of quest script activated and auto stopping seems the better approach at this point, at least to me.

If you find an easier way I'm sure will be interesting to several modders over there, please post it.

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It helped me get to where things are now, but doesn't go on to explain how...

 

[edit] Companions

Since the door is not a regular doorway, you companions (if any) will not follow you through. If this is not desirable, then an area spell should be cast which causes companions to moveto player after player has arrived.

 

Note however, companions may not have greetings in Shivering Isles -- this is because the regular greetings topic are turned off in SI (as are most rumors, etc.).

 

A scripted effect, even one based on duration won't be processed if the player is no longer present. So any sort of atea effect spell would need to move companions first (which causes the crash) as any scripting which happens after the player has moved won't be executed unless that scripting is being run on the player or a quest script (which necessitates recording the IDs of those NPCs before the transition). Unless you know of something I'm missing...

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In that case, I'm afraid I have no idea; I have yet to try it myself. The wiki seemed to think it would work.

The Wiki is good in many areas, but seems to fall short in a few of them. The latest number of changes to the layout, and further hiding a simple list of non-OBSE scripting functions being among the most recent of these.

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