He uses an activator script that cycles where the spaceship jumps to. What I'm trying to do is create a load door that changes where it lets out based on what state this activator is set to. Any code I have tried has gone in completely the wrong direction. I'm just not sure how to change where a loading door lets out based on what a global variable is currently set to.
The code for the navigation change is here:
Scriptname _an_jumpselect extends ObjectReference {The script to select your jump destination}GlobalVariable Property LaunchV autoGlobalVariable Property LaunchV2 autoEvent OnActivate(ObjectReference akActionRef)if(LaunchV2.GetValue() == 1) if(LaunchV.GetValue() == 0) LaunchV.SetValue(1) Debug.MessageBox("Current Jump Destination: Sotha Sil") elseif(LaunchV.GetValue() == 1) LaunchV.SetValue(2) Debug.MessageBox("Current Jump Destination: Masser") elseif(LaunchV.GetValue() == 2) LaunchV.SetValue(0) Debug.MessageBox("Current Jump Destination: Tamriel") endifelseDebug.MessageBox("Navigation Offline")endifEndEvent
And the code that activates the "jump":
Scriptname _an_doJump extends ObjectReference {Does da jump}GlobalVariable Property LaunchV autoGlobalVariable Property LaunchV2 autoGlobalVariable Property LaunchV3 autoSound Property JumpSound autoImageSpaceModifier Property jump1 autoImageSpaceModifier Property jump2 autoImageSpaceModifier Property jump3 autoImageSpaceModifier Property jump4 autoImageSpaceModifier Property jump5 autoShaderParticleGeometry Property PSGD Auto Event OnActivate(ObjectReference akActionRef)if(LaunchV3.GetValue() == 1) if(LaunchV.GetValue() == 0) JumpSound.Play(Self)Game.ShakeCamera(afDuration = 10)PSGD.Apply(1.0) Utility.Wait(1) jump1.apply() Utility.Wait(1) jump1.remove() jump2.apply() Utility.Wait(1) jump2.remove() jump3.apply() Utility.Wait(1) jump3.remove() jump4.apply() Utility.Wait(1) jump4.remove() jump5.apply() Utility.Wait(2) jump5.remove()PSGD.Remove(1.0) LaunchV2.SetValue(0) endif if(LaunchV.GetValue() == 1);1 is Sotha SilGame.ShakeCamera(afDuration = 10) JumpSound.Play(Self)PSGD.Apply(1.0) Utility.Wait(1) jump1.apply() Utility.Wait(2) jump1.remove() jump2.apply() Utility.Wait(1) jump2.remove() jump3.apply() Utility.Wait(1) jump3.remove() jump4.apply() Utility.Wait(1) jump4.remove() jump5.apply() Utility.Wait(2) jump5.remove()PSGD.Remove(1.0) LaunchV2.SetValue(1) endif if(LaunchV.GetValue() == 2);2 is MasserGame.ShakeCamera(afDuration = 10) JumpSound.Play(Self)PSGD.Apply(1.0) Utility.Wait(1) jump1.apply() Utility.Wait(1) jump1.remove() jump2.apply() Utility.Wait(1) jump2.remove() jump3.apply() Utility.Wait(1) jump3.remove() jump4.apply() Utility.Wait(1) jump4.remove() jump5.apply() Utility.Wait(2) jump5.remove()PSGD.Remove(1.0) LaunchV2.SetValue(2) endifelseDebug.MessageBox("Navigation Offline")endifEndEvent
*Note that a good chunk of that code has to do with the visual effects that make it look like an interplanetary jump.
I've really run into a brick wall here with this problem, so any help would be super!
