TyburnKetch Posted November 21, 2018 Author Share Posted November 21, 2018 (edited) Hi. Sorry. What do you mean? Yes. The cells are linked and loaded through load doors. Edited November 22, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 22, 2018 Author Share Posted November 22, 2018 (edited) Testing Update I have managed to get the two activators talking to each other by another method by using this basic default script (adapted) and linked referencing (no activate parent) to the other activator that has the spell effect attached: Scriptname THActivateLinkedChestDummyScript extends ObjectReferenceEVENT onActivate(objectReference akActivator); debug.trace("Sending "+getLInkedRef()+" an activate from "+akActivator)if (akActivator as Actor) == game.getPlayer()getLinkedRef().activate(akActivator)endifendEVENT Simple spell effect script on the other activator (dummy INT activator): Scriptname THPortalTest extends ObjectReferenceSpell Property zap autoObjectReference Property TargetLocation0 autoObjectReference Property TargetLocation1 autoEvent OnActivate(ObjectReference akActionRef)zap.Cast(TargetLocation0, TargetLocation1)EndEvent The zap is my THPortalGateEffect3 spell (simply shoots lightning constantly and aimed) - (I thought i'd test syntax changing the named spell to just zap) But Again - it only works if the activators are in the same cell. I'm still unsure what this means. Why can't i activate a spell/script from one cell to another? Is it to do with loading a cell? - Like I say, having tested a simple portculis activation from the activator in my INT cell to the portculis activator in my EXT cell - and it working great - I know activation from one of my cells to the other can work - just not this bloody spell (or any spell it seems that i attach to this script)! Edited November 22, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
foamyesque Posted November 22, 2018 Share Posted November 22, 2018 Hi. Sorry. What do you mean? Yes. The cells are linked and loaded through load doors. I meant are both the cells you're trying to work with loaded and in memory at the same time: i.e. if you call Is3DLoaded() on objects within either cell you will receive "true" as a result. Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 23, 2018 Author Share Posted November 23, 2018 Apologies ... i'm not entirely sure how to do this. Link to comment Share on other sites More sharing options...
Bigmoneymaking573 Posted November 23, 2018 Share Posted November 23, 2018 are you switching both markers in both cells - as in they both enable or both disable Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 23, 2018 Author Share Posted November 23, 2018 are you switching both markers in both cells - as in they both enable or both disable That's what I'm trying to do yes. Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 23, 2018 Author Share Posted November 23, 2018 Hi. Sorry. What do you mean? Yes. The cells are linked and loaded through load doors. I meant are both the cells you're trying to work with loaded and in memory at the same time: i.e. if you call Is3DLoaded() on objects within either cell you will receive "true" as a result. So I've altered the script that activates it's linked ref (i'm still using this instead of activate parent - not sure it makes a difference) to include a check on is3dloaded. The result was the else firing (two xmarkers placed in the EXT cell with the Activator - the 2nd Spell, THPortalGateSpell, fired) - so i presume the 3d on the INT activator is not firing. Is this correct? Scriptname THActivateLinkedChestDummyScript extends ObjectReference Spell Property THPortalGateSpell3 autoSpell Property THPortalGateSpell autoObjectReference Property TargetLocation0 autoObjectReference Property TargetLocation1 auto bool Function Is3DLoaded() Native EVENT onActivate(objectReference akActivator); debug.trace("Sending "+getLInkedRef()+" an activate from "+akActivator)if (akActivator as Actor) == game.getPlayer()getLinkedRef().activate(akActivator)if getLinkedRef().Is3DLoaded()THPortalGateSpell3.Cast(TargetLocation0, TargetLocation1)elseTHPortalGateSpell.Cast(TargetLocation0, TargetLocation1) endifendifendEVENT Link to comment Share on other sites More sharing options...
foamyesque Posted November 23, 2018 Share Posted November 23, 2018 Is3DLoaded is already declared and implemented for you. Any function that is listed on the CK wiki for the kind of script object you are extending does not need to be re-defined in your script unless you are specifically seeking to change its normal behaviour, something you need to be cautious about doing. I'm not sure I can trust your test because Is3DLoaded() might not be working as expected as a result. However if the else-branch is being triggered, it suggests the cell the linked activator is in is not being loaded. That in turn would explain a number of your issues. Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 23, 2018 Author Share Posted November 23, 2018 (edited) Ok. Thank you. How do I get a cell to load remotely / why is this happening? (It goes both ways - in and out of my INT cell) or can I jig in a workaround with some script? Could this be linked to a room bound / portal issue? I have no experience of working with these yet. Could it have something to do with how I load into the game to test? I always Coc which I gather is correct. I have never used any saves. Is the .cast function the problem? I feel like I am staring down a rabbit hole atm ... Edited November 25, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted November 24, 2018 Author Share Posted November 24, 2018 (edited) I am painfully aware of the black hole missing from my extremely limited modding experience and now it seems is the time to address it.Next time I get the chance I will be looking into papyrus error logs. I realise it had to happen at some point and here it is.I have not had the chance to test this yet but having read somewhere that the unofficial patch may address my issue I am eager to ask if you think that may help? I obviously have it ... I do not load it when I am modding however. Edit*For some reason I actually have been running the unofficial patch ingame (think i forgot to uninstall it after testing it for a well rested bonus) (not loaded in CK) - so it doesn't help this particular issue. Edited November 26, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
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