Teleporting a summoned creature to target location

Post » Sat Nov 17, 2012 2:42 am

Ok I'm trying to figure out how to teleport a specific type of summoned creature to a location targeted by a spell projectile.

I have already created a custom explosion that will place a marker at the location hit by the spell projectile and I have scripted the ActiveMagicEffect to change an Int property TeleportArcher1 inside a Quest Script to a 1 then wait for 5 seconds and change it back to 0.

So Now I need to setup the script on my summoned creature so that when it detects the PsiNecroQuest.TeleportArcher1 Property == 1 to Self.Moveto(TeleportMarker)

The problem is I think it wants me to use an ObjectReference Property for the TeleportMarker and I cannot do that because it's not something that currently exists in the game and will be placed by the spell so I cannot assign the property for the MagicEffect. Ive tried changing it to an Activator Property which I could assign but then I get a Cast Error when I try to compile, so I think that's telling me it wants an ObjectReference and not an Activator...

Is there another Property type I can use besides ObjectReference to make this work? Or another way around this?

Thanks for any help!
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Max Van Morrison
 
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Post » Sat Nov 17, 2012 6:15 am

Ok I'm trying to figure out how to teleport a specific type of summoned creature to a location targeted by a spell projectile.

I have already created a custom explosion that will place a marker at the location hit by the spell projectile and I have scripted the ActiveMagicEffect to change an Int property TeleportArcher1 inside a Quest Script to a 1 then wait for 5 seconds and change it back to 0.

So Now I need to setup the script on my summoned creature so that when it detects the PsiNecroQuest.TeleportArcher1 Property == 1 to Self.Moveto(TeleportMarker)

The problem is I think it wants me to use an ObjectReference Property for the TeleportMarker and I cannot do that because it's not something that currently exists in the game and will be placed by the spell so I cannot assign the property for the MagicEffect. Ive tried changing it to an Activator Property which I could assign but then I get a Cast Error when I try to compile, so I think that's telling me it wants an ObjectReference and not an Activator...

Is there another Property type I can use besides ObjectReference to make this work? Or another way around this?

Thanks for any help!



Try to summon a creature that exists, for example it exists in a separate custom world space. In this way you get its reference. This method is used in Summon Skeletal Horde. Use place at command.
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Tamara Primo
 
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Joined: Fri Jul 28, 2006 7:15 am

Post » Sat Nov 17, 2012 11:43 am

I'm not trying to summon a new creature. I'm trying to move an existing one.... Although you did just give me an excellent idea... I do have a counter that keeps track of how many of each type of minion I have. I could simply delete all existing minions and place new ones in the same amount to said location... Only problem there would be that they would loose any buffs they have. but I might find a way to detect that and automatically give it back to them although that would reset the timer which I don't necessarily want to do.
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Chloe Yarnall
 
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