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Posted

I'm working on a player house and I have a stable with a second story hay loft that I'd like to be able to get to. Trouble is, the stair ladders won't do because of the space limitations but I had my eye on the Ship Rope Ladder (it's an activator) to use for that purpose. It takes up very little space and doesn't look out of place, that's mainly why I'd like to use it.

 

My question is, how would I make it into a door/teleport to the second floor? My current thoughts are making a new door with the rope ladder as the model, but I'm a bit stuck on how to link it in the same cell/area. Can I use an XMarkerHeading? I'm going to fiddle around with trying to make it work, but if anyone has some advice on how to make it a functional door please feel free to chime in! :biggrin:

Posted

If the rope is an activator, you can attach a script to it, that teleports the player to an xmarkerheading. It will be a simple script like this:

 

 

Scriptname [name] extends ObjectReference

ObjectReference Property TeleportMarker Auto

Event OnActivate(ObjectReference akActionRef)
Game.GetPlayer().MoveTo(TeleportMarker)
EndEvent

Posted

Shouldn't that be

 

akActionRef.moveto(TeleportMarker)

 

just in case an NPC activated the activator.

 

Oh and as an aside NPC's will not be able to follow you as they will NOT know it's a door style object, so no need to navmesh the second floor.

Posted

So, for instance if I put in:

 

Scriptname RopeTeleportScript extends ObjectReference

 

ObjectReference Property HayLoftMarker Auto

 

Event OnActivate (ObjectReference akActionRef)

Game.GetPlayer( ) .MoveTo(HayLoftMarker)

 

EndEvent

 

That would be how to implement that script I'm assuming. But I guess I'll find out soon enough, haha. Thanks for the reply.

Posted

To make sure, only the player gets teleportet:

 

 

Scriptname RopeTeleportScript extends ObjectReference

ObjectReference Property HayLoftMarker Auto

Event OnActivate(ObjectReference akActionRef)
        if (akActionRef == Game.Getplayer())
        akActionRef.MoveTo(HayLoftMarker)
        endif
EndEvent

  • 1 year later...
Posted

Hi there. I have been having a b&@*$ of a time with this as well. I tried what was mentioned above, however my script fails to compile and does not function in game. What I have done is created a ladder and teleport marker and given them a unique editor reference ID. I then attach the script mentioned above to my ladder and change the necessary vaules. However, Im obviously doing something wrong. If anyone could help it would be much appreciated. Why oh why couldn't we just have normal ladders :P

Scriptname LadderTeleportScript extends ObjectReference

ObjectReference Property enterladderpoint Auto

Event OnActivate(ObjectReference akActionRef)
         if (akActionRef == Game.Getplayer())
         akActionRef.MoveTo(enterladderpoint)
         endif
EndEvent
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