SeraphimKensai Posted June 9, 2018 Share Posted June 9, 2018 Evening folks,So I'm experimenting with a few scripted spells: 1. That essentially only marks the target's location, and stores the target as a global value (that last part I haven't quite figured out just right yet, so any help is appreciated, otherwise I created globals for the xyz coordinates).2. Planned: A script to send the referenced target from the previous spell to a holding cell3. Planned: A script to essentially teleport the target into the sky so that they end up falling back to ground, and likely die from the falling damage (which I assume effects non player actors as well), which is easy enough to do a moveto command referencing the stored location data from the first spell, but adding say 2000 or something to the z value to make them fall back to the ground. Anyone have any experience with something like this or familiar with a mod that accomplishes what I'm looking at doing so I can reference the author's work. For clarification the big thing I'm trying to figure out is creating a persistent stored value referencing a target actor that I can then manipulate with subsequent scripts. Thanks. Link to comment Share on other sites More sharing options...
FrankFamily Posted June 10, 2018 Share Posted June 10, 2018 (edited) The way you propose with the globals would be to use https://www.creationkit.com/index.php?title=GetPositionX_-_ObjectReference and the other 2 and store that in a global variable via https://www.creationkit.com/index.php?title=SetValue_-_GlobalVariablethat should store the coordinates, the problem is using them though, you'd first have to teleport him to the same cell and then move him, because coordinates are within a cell. (i'm not certain how coordinates work within a wordspace though) I'd say don't bother with that, use https://www.creationkit.com/index.php?title=PlaceAtMe_-_ObjectReference to place a marker (an static Xmarker for example) and save that to an objectreference in a quest (or force the marker into an alias). Then with moveto you'd teleport him to a marker in your holding cell, back to the marker you placed, move the marker to a new place, etc. Alternatively, have a second marker in your holding cell and instead of placing a new one just move that one around as needed. You can pull that off with just moveto and, in fact, if you preplace the marker instead of spawning you can directly point to its reference within the spell, you don't even need a quest. Edited June 10, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
SeraphimKensai Posted June 10, 2018 Author Share Posted June 10, 2018 Frank, thanks for the reply, it looks like that PlaceAtme function is what I was looking for, I just wasn't sure of its name beforehand. I'll likely use a marker for the banishment aspect to the holding cell and back as i have some experience with using one for, otherwise I am planning on using the coordinates for the effect that i have planned that launches the target into the sky. Link to comment Share on other sites More sharing options...
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