TyburnKetch Posted December 8, 2018 Share Posted December 8, 2018 (edited) I can not seem to get any script attached to a map marker to fire. Been using an OnActivate event. Should I be using a different event? Is the marker reference on the map the equivalent of the green map marker static in the CK? As in when I click on the map am I activating / referencing the static marker? I am looking to dismount a horse during fast travel. Can not seem to find any information on this ... Thanks in advance. Edited December 8, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
SeraphimKensai Posted December 8, 2018 Share Posted December 8, 2018 What about coming at it from another angle? How about have a script that gets the cell, so when it matches up with the area you're looking at you dismount? That or you make a triggerbox cover the area, so when the player enters the triggerbox area it causes them to dismount? Or if there is a simple flag to check to make it behave like a city where you have to dismount your horse anyways. Mind you I'm not exactly sure and it's not my forte, but perhaps check how Bethesda did it for their vanilla cities. Link to comment Share on other sites More sharing options...
Evangela Posted December 8, 2018 Share Posted December 8, 2018 Wont work with Map Markers because they are not activators. Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 8, 2018 Author Share Posted December 8, 2018 Thank you for replying. Iâve tried all of those suggestions. Looking at city map markers didnât give me any clues and putting a triggerbox over the marker didnât work. It doesnât want to trigger when dropped into it ... however it did work when walked into it - which in itself is impractical for where it is placed. So ... itâs not an activator. The marker is a static. But the marker on the map (activates). The reference of clicking yes to fasttravel is an activation of some sort. Where is it? Hardcoded? Can map markers really not be easily manipulated? The cell idea is good however I ordinarily want to be able to ride around in the cell so itâs not practical unfortunately. Link to comment Share on other sites More sharing options...
Evangela Posted December 8, 2018 Share Posted December 8, 2018 The fast travel system is separate. The map marker simply tells the system where to put you at. Anything can be turned into an activator, but it needs to first be an actual activator. If you want a map marker "activator", then you'd need to make an activator and give it the map marker model(which can be made visible), then you'd need to script some fast travel behaviour.https://www.creationkit.com/index.php?title=Activator Also Triggers can detect almost anything if they are setup that way. By default, Triggers expect actors.https://www.creationkit.com/index.php?title=Creating_Primitives Link to comment Share on other sites More sharing options...
TyburnKetch Posted December 8, 2018 Author Share Posted December 8, 2018 (edited) Thank you. Food for thought. Turning the map marker object into an activator and visible on the ground would look ... weird. If I made it an activator I am presuming it will lose its function of appearing on the map? So that would not work. The triggerbox seems like the option to pursue but like I said I need to find the line that triggers it from accessing the map marker on the map. Can easily disable it when leaving the marker spot on the ground. The trouble I have got is that the only reference I have is the physical, static map marker. I need to call the action of clicking the marker on the map. Which I am unsure of. It is probably simple enough. So basically - when a player clicks yes to fast travel on the map (my map marker) it enables my triggerbox that dismounts the player from a horse. Then disable the triggerbox when leaving. I can script this. It is just finding the right event for (activating) the map marker on the map. Edited December 8, 2018 by TyburnKetch Link to comment Share on other sites More sharing options...
TheWormpie Posted December 9, 2018 Share Posted December 9, 2018 The fast-travel functionality is hard-coded I think, so there's no event for fast-traveling as such. There's OnLocationChange, but I don't think you can condition it to only work in fast-travels. It would perhaps be easier if you just disable fast travel entirely as long as the player is mounted, thus forcing the player to unmount before fast-travelling. Perhaps. Then you'd need to find events for mounting and unmounting instead though. You could try either OnAnimationEvent, if you can find the mounting animations, or OnStoryActivateActor, detecting everytime you activate a horse or an actor with keyword mount, if such one exists. For the latter, you'd need to learn about how the Story Manager works. Link to comment Share on other sites More sharing options...
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