Script to move Door Marker?

Post » Mon May 16, 2011 11:39 pm

Is there a way to make a Door Marker move with its Door?

I am trying to make a portal that the player can enter.
But it cant just be a simple scripted activator "door" because I want actors to be able to follow the player through the portal.
The portal appears when the player uses an activator
and disappears when the player comes back out of the portal
The portal already seems to work for interiors but in exteriors it will just place the player in a random place

So that's why I'm asking if door markers can be moved using scripts or at least another method that can do the above.
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stevie critchley
 
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Post » Tue May 17, 2011 3:59 am

I dont believe you can move the door marker, what you would have to do is make 2 sets of doors. So you have door A, B, C and D. Door A and B are the entrance doors the player enters, and C and D are the exits. You link A to C and B to D. Then you have them use A to appear where C is, and if you want them to appear somewhere else, you disable the A-C doors and enable the B-D doors. Unless you mean literally create a door randomly anywhere in the wasteland depending on where the player is. I'm not sure how you could do that, but I think someone else can possibly help you there.
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Jake Easom
 
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Post » Mon May 16, 2011 11:11 pm

Have you tried putting a reference name on the map marker, and using MoveTo on it?
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Marquis T
 
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Post » Tue May 17, 2011 1:53 pm

Is there a way to make a Door Marker move with its Door?
Hm. They have references, just not ones we can name- perhaps they respond to MoveTos just like the doors themselves? You'd could use GetModIndex to build the correct, load-order-adjusted reference to your door marker and try calling moveto on it. Although AFAIK doors and their markers are plugged into the navmesh, so this is likely to not work- I've found exiting an interior door from a cell that hasn't been navmeshed just throws you to a random doorway, so what the engine makes of a door that's in Cell X but registered on the navmesh in Cell Y is up in the air...
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helen buchan
 
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Post » Tue May 17, 2011 1:43 am

Thanks for the help guys, the working alternative I found was to just make a laser pointer that teleports companions (like in personal vertibird mod). Only other method I could think of was have a trigger area follow the door (and I'm not even sure if that would work)
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RAww DInsaww
 
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