TyburnKetch Posted December 2, 2018 Share Posted December 2, 2018 (edited) Is there a way to orientate a xmarker heading to tilt either up or down and stay where positioned in game? Every xmarker heading I have used, no matter how many times I tilt the position to a desired view in the CK, always reverts to a dead straight horizontal position when the player arrives at it. In the CK the marker is tilted, for instance, so when the player arrives at it they should be looking at the floor ... however in game the player is always looking straight out horizontally. Same applies to looking up. The xmarker always reverts to a dead horizontal view. I have found a bit more joy with door markers - they seem to (not always) retain the view position I set them. But never a xmarker heading. Any ideas? Edited December 2, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 2, 2018 Author Share Posted December 2, 2018 (edited) Is it a CK quirk that can be navigated or are they simply not able to be tilted so, if used as a teleport marker, the players view when loaded is not always just horizontal? It is a small matter granted but one that would add real gloss to what I am working on. Edited December 2, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 5, 2018 Author Share Posted December 5, 2018 Ok. If anyone is interested and didnât know. If you use .moveto the x axis will not be taken into account. It stays locked horizontally. However if you use .fasttravel the exact orientation of a xmarkerheading will be implemented on arrival (if using the xmarkerheading as a marker to a teleport effect) Which makes sense as to why I can manipulate a door marker with more consistency than a xmarkerheading. Doors must use the .fasttravel function. Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 5, 2018 Author Share Posted December 5, 2018 (edited) To elaborate more on my actual issue:I am trying to move through a triggerbox that is set up to teleport the player and the last ridden horse to a couple of xmarker headings. One for the player, one for the horse. The script works using .moveto for both actors.However ... I want the player to use the .fasttravel function due to the above xmarkerheading alignment issue but I can not get just the player to move with .fasttravel. Iâve set horses up with xmarkerheadings in their stables to also move with fasttravel ... and no matter which way I try to script it the .fasttravel always overwrites the .moveto that I am using. The horse always fasttravels if .fasttravel is in the script.I have tried via script: enabling and disabling fasttravel, OnLocationChange, removing factions from the horse, disabling the horse's xmarkerheading in the stables via a linkedref from the triggerbox, states, angles for the player after travel when arriving at the xmarkerheading using .moveto.... I can not figure it out. Perhaps using a combination of these techniques would work but i am not sure which.If I have made any sense at all does anyone have any suggestions on how I can get just the player to move using .fasttravel from one script that also moves a horse using .moveto?Working script ...àScriptname THEntranceFastTravelScript extends ObjectReferenceObjectReference Property TargetLocation AutoObjectReference Property Loc1 AutoEvent OnTriggerEnter(ObjectReference akActionRef)RegisterForAnimationEvent(Game.GetPlayer(), "tailHorseMount")Actor Horse = Game.GetPlayersLastRiddenHorse()if (horse)if(!horse.IsDead())horse.MoveTo(TargetLocation)Game.GetPlayer().MoveTo(Loc1)endifendifEndEventàI've also got another simple .moveto script on the triggerbox similar to this that moves just the actor if there is no last ridden horse.àScriptname THHorseLoadDoorTrigger2 extends ObjectReferenceObjectReference Property TargetLocation AutoActor Property PlayerRef AutoEvent OnTriggerEnter(ObjectReference akActionRef)Game.FadeOutGame(False, True, 2.0, 1.0)Game.GetPlayer().MoveTo(TargetLocation)EndEventàWhat i like about this setup is that if the actor is mounted they dismount during the teleport and i get to watch my horse amble back to its stable marker, if the player has a horse but is dimounted the same applies and if there is no horse at all obviously just the player moves through the triggerbox teleport. What i don't like is the player camera alignment from using .moveto to the xmarkerheading(Loc1) reference.à.fasttravel solves this issue. I just don't know enough about how to get it to work.I also have a feeling that using a dummy load door could work but Iâm unsure of how to set it up. I would need it to be activated by this triggerenter box and get it so the player uses the dummy door and the horse continues to use the triggerbox .moveto script.How would I link a dummy door to this set up? Update*Ridiculously easily! MyDoor.Activate(Game.GetPlayer()) Activate Parent Doh! Edited December 6, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 6, 2018 Author Share Posted December 6, 2018 Got it all working. Nice conversation I had with myself ... ;) Link to comment Share on other sites More sharing options...
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