IN OBLIVION:
scn movemesomewherebegin Onactivateplayer.moveto JOSHMARKERend
IN skyrim this is the translated code I am using
Scriptname AAAmovescript extends ObjectReferenceObjectReference Property JOSHMARKER autoEvent OnActivate(ObjectReference akactivator)if (akActivator == Game.GetPlayer()) Game.GetPlayer().MoveTo(JOSHMARKER)endifEndEvent
My marker is located in a new worldspace

And here is what frustrates me even more after I could not get this thing to work I just decided to copy a script that does what I want in the game already here is there script.
Scriptname MS10MoveAdelaisaOnTrigger extends ObjectReferenceReferenceAlias Property Adelaisa auto ; on MS10ObjectReference Property TargetSpot autoEvent OnTriggerEnter(ObjectReference akActivator)if (akActivator == Game.GetPlayer()) if (Adelaisa.GetOwningQuest().GetStage() == 70) Adelaisa.GetReference().MoveTo(TargetSpot) endifendifEndEvent
So do I need a referencealias property for get player or something? Because it looks like the way bethesda moves an actor is by .getreference but how do I set it up to where I can reference a player property and move him to the marker? Or is there an easier way to do this all together. The script compiles by the way it's just when I load the game with the mod I click on my bear trap which has the script attatched to it and nothing happens.
Here is the bear trap
(I can't post links)http:/ /screencast. com/t /2mvYGSeSkDB
Here is the marker:
(I can't postlinks)http:/ /screencast .com/ t/ sbeyeIO5fMZ
Please help !