Scripted Waypoints: Are they possible?

Post » Tue Sep 22, 2015 5:12 am

I'd like to create a quest objective where the player doesn't know where the destination lies, but just has a quest marker to a waypoint somewhere not very far off. Sort of like a Skyrim equivalent of a sat-nav.

Ideally, I'd like to keep them to the roads as well. Clairvoyance does something a lot like what I want. If I could set a marker at the limit of the visible effect, point the objective at that, and then generate a new one when the player got close, that would be ideal.

I looked at the wiki, and the clairvoyance spell uses a guide archetype and lays down a series of hazard markers. Unfortunately ... that's where I get stuck. I assume the hazard markers are responsible for the clairvoyance trail, so I could probably make an invisible one of those ... but how do I get a reference to one?

Alternatively, I could always set cart mode and give them limited access to the actual clairvoyance effect. But that seems a little drastic.

User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Tue Sep 22, 2015 8:40 am

You could potentially place a trail of x-markers, and move an invisible objective object from marker to marker as the player approached it. This would however require placing many x-markers and it wouldn't be very dynamic.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Tue Sep 22, 2015 4:20 pm

You mean placing the x-markers as hazards? I'm still a little confused about how they all work.

Still, that sounds like overkill for what I have in mind.

Worst case I can always limit it to certain runs where the endpoint in known in advance and place the waypoints by hand. It's just a pity I can't get at the pathing data.I mean if I could access the preferred path at a given distance.

Maybe I need a small, fast, invisible npc with a package to precede the player and use that as the target. It could work at that...

User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Tue Sep 22, 2015 5:34 pm

just wanted to suggest that :-)

make a package location with player and your desired radius (the distance from player your markers should be placed)

add a travel procedure to the final target, prefer preferred path true, and condition to GetWithinPackageLocation.

you could have scripts running by using two alternative package's start fragments,

or if you need stg more refined, you could also keep restarting a scene that makes you inviz actor perform his thing whenever player reaches the current marker

User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am


Return to V - Skyrim