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Teleport Help


MadTod

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Does anybody know how I can make a teleporter to go in my inventory, I want to make a room that is only accessible via a teleporter

(excluding coc) that I can activate in my inventory, it only needs to go one-way as I have made the interior cell Fast Travel enabled.

 

I would just use the "coc" but I use an Xbox 360 controller and to use console commands you have to disable the controller for some reason.

 

Any help would be verry much appreciated, thanks.

Edited by TanisDuncan
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scn TeleporterSCRIPT

int doTeleport

BEGIN OnEquip
	set doTeleport to 1
END


BEGIN GameMode
	if doTeleport
		Player.MoveTo TeleportMarkerREF
		Player.UnequipItem TeleportItem
		set doTeleport to 0
	endif
END

 

That should do what you want. Set it as an object script and attach it to an armor item. Change the TeleportItem to whatever you name the item, and the TeleportMarkerREF to whatever you name the marker in your special room.

 

What it does is, upon equipping the armor it sets the variable. Then once you exit the Pip-Boy, or if it's a hotkey item when you use it, it will move you to your cell, unequip the item and set the variable back for the next use.

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Could it be done like the NCR emergency radio, so that it appears in the aid section of the pip-boy, I would rather that than a wearable item.

Also like the NCR emergency radio it could - when activated - bring up an option menu, that says teleport, yes or no.

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scn TeleportEffectSCRIPT

short activated

short button

begin scripteffectstart

player.additem inventoryteleporter         ; put your radio's ID here
showmessage teleportmessage             ; create a new message
set activated to 1
end

begin scripteffectupdate

set button to getbuttonpressed

if activated == 1
if button == 0
player.moveto inventorymarker1
set activated to 0
elseif button == 1
player.moveto inventorymarker2
set activated to 0
elseif button == 2          ; for closing the message boxset activated to 0
endif
endif

end 

Look how the NCR radio is built.

 

Override the NCR radio as a new item to the teleporter, create a new effect and use this script.

Edited by nonplusultra
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scn TeleportEffectSCRIPTshort activatedshort buttonbegin scripteffectstartplayer.additem inventoryteleporter         ; put your radio's ID hereshowmessage teleportmessage             ; create a new messageset activated to 1endbegin scripteffectupdateset button to getbuttonpressedif activated == 1if button == 0player.moveto inventorymarker1set activated to 0elseif button == 1player.moveto inventorymarker2set activated to 0elseif button == 2          ; for closing the message boxset activated to 0endifendifend 
Look how the NCR radio is built.

 

Override the NCR radio as a new item to the teleporter, create a new effect and use this script.

 

Just a few questions:

 

Where it says player.additem inventoryteleporter ; put your radio's ID here, do I put it where it says "put your radio's ID here" or "inventoryteleporter"?

 

Also where it says show message teleportmessage ; create a new message, do I create the new message or does that create it

and if I create it does it go before the ( ; ) or after it like in question above?

 

And finally, is anything I said relevant or do I just copy the script to the letter.

Edited by TanisDuncan
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1. You must create a new radio, to do that search for 'NVVEFR01NCRGood2Radio', open it, it's very important to give the radio a new ID, so the GECK will create a new one and not interact with the vanilla object, further give the radio a new name like 'Teleporter'.

2. Then create a new message, the 'Message Box' has to be checked

3. Search the following effect: 'NVVEFR01NCRRadioEffect', give it a new ID like you did with the radio before

4. Click on the pencil in the bar where the save/load button etc. is and paste the script above, now enter your new created radio and message what you asked before ( I forgot to give the additem command an amount, write a 1 behind the ID in this line), save the script

5. Open your new created radio, on the right side in this tab, you will see one effect (don't know the english name because my geck is in a different lang.), double click the effect and change it to your new one

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