How do you use SummonTargetFXActivator?

Post » Thu Jun 21, 2012 4:57 am

I've asked how to make a magic portal, and was pointed to this object. Unfortunately it renders as invisible in CK and in game, and also retexturing doesn't seem to fix this. Has anyone an idea how to get this working and looking like a magic portal? Maybe I have to run an animation on it or something somehow?
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Trevor Bostwick
 
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Post » Thu Jun 21, 2012 10:00 am

I've come back to this, and I'm still confused by it. I'll try to be more specific this time. Okay, so imagine your character walking down a hallway. At a certain point in the hall, if he has a particular item in inventory, a portal opens up in front of him. He walks up to the portal and "enters" (activates) it and winds up someplace else. Anyone know how to do that?
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Brooks Hardison
 
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Post » Thu Jun 21, 2012 11:24 am

Make a trigger on the stairs and...
Event OnTriggerEnter(akActionRef)	If akActionRef == Game.GetPlayer() ; If this is to only teleport the Player		Teleport(akActionRef, TeleportDestinationREF)		Disable() ; If this is to only happen once	EndIfEndEventFunction Teleport(ObjectReference akTraveler = None, ObjectReference akDestination = None, ObjectReference arPortal = None, Int aiStage = 0)	While aiStage < 6		aiStage += 1		If aiStage == 1			arPortal = akTraveler.PlaceAtMe(Game.GetForm(0x0007CD55))		ElseIf aiStage == 2			akTraveler.SetScale(0.0)		ElseIf aiStage == 3			arPortal.MoveTo(akDestination)		ElseIf aiStage == 4			akTraveler.MoveTo(arPortal)		ElseIf aiStage == 5			akTraveler.SetScale(1.0)		EndIf		Utility.Wait(0.6)	EndWhileEndFunction
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Jerry Cox
 
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Post » Thu Jun 21, 2012 12:51 am

Yeah, I wound up figuring that part out (well sort of, I used an auto-load door rather than using a teleport script, as I need companions to come along) what confuses me is how to get a stable visible portal to appear. It seems like thats a big problem for some reason.
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Scotties Hottie
 
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