make one map marker trigger another

Post » Tue Jun 19, 2012 12:14 pm

hello everyone,

any scripters fancy giving me some insight into how i would make discovering one location trigger the discovery of a second location?

its to do with making a new map. i want my new map marker which is invisible on the world map to trigger the original map marker for a location which has been moved to fit the new map....

ive got the fast travel bit sorted out and like i say the new markers are now invisible........but i can still interact with them and fast travel to them even though "visible" and "fast travel" tabs are unchecked.

cheers
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Tina Tupou
 
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Post » Tue Jun 19, 2012 4:27 am

could i make an activator do this? i can figure out how to build an activator with a radius like a map marker.

also any new map makers i create are automatically visible on the map when i load the mod. how do i make them discoverable like a normal map marker?
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TRIsha FEnnesse
 
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Post » Tue Jun 19, 2012 9:11 am

Not an expert on this in new script (if FNV could tell fersure) but suggest look at the wiki for the Enable and Activate commands ... been a few threads here on both of these that also may want to look at. Also don't ferget to set the marker as deactivated/disabled when start so can turn them on when an event or condition met. Have fun ....
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Hayley O'Gara
 
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Post » Tue Jun 19, 2012 10:06 am

I'd say the easiest way would be making a trigger that is larger than the main map marker using a script like this:

Event OnTrigger(ObjectReference akActionRef)	 MapMarkerRef1.AddtoMap(true)	 MapMarkerRef2.AddtoMap()EndEvent

This puts both markers on the map and makes MapMarkerRef1 available for fast traveling.


It might also work if you simply add the script to MapMarkerRef1 (in this case you can remove the MapMarkerRef1 line)

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Gisela Amaya
 
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Post » Tue Jun 19, 2012 2:32 am

exellent cheers JOG.

If i delete mapmarkerref1 and change the wording "mapmarkerref2" to "linkedref" would the script point to the linked reference of the object it is appled to?

this would allow me to use one script for every map marker in the game instead of creating hundreds of scripts..... or am i wrong?

thankhs both of you for your help :cool:
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Bethany Watkin
 
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Post » Tue Jun 19, 2012 12:41 am

Sure, you can try to daisy chain the map markers if they actually start an OnTrigger event.
The linkedref is usually the XMarker for fast-travel location, though, so there might be interesting results.

Um.... You want to make every map marker in the game show your new map maker as well?
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JaNnatul Naimah
 
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Post » Tue Jun 19, 2012 10:46 am

no what i mean is, im going to making a duplicate of every map marker in the game, which corresponds to a new map im building. the already exising icons will stay where they are, but become invisible on the world map and have fast travel disabled ( im still trying to make this work ) leaving the new map markers to function as the only map markers.

ive already figured that adding the xmarker as a linked reference to the new marker sorts out fast travel, but by adding the new marker as the linked reference of the old marker, along with this script will make the new marker active when the old marker does...hopefully...!

as im going to be doing this for alot of markers, i was hoping that by using the linked ref method, i would only need one script that could be used over and over with different markers and linked refs.
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Austin England
 
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Post » Tue Jun 19, 2012 7:44 am

hmm, its not working.

should it be "mapmarkerlinkedref" or just "linkedref"?

surely without the mapmarker prefix using "addtomap" isnt going to work.
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Matthew Warren
 
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Post » Tue Jun 19, 2012 10:24 am

Forgive me .. but I believe the ref1/2 are entries you make in the entry box for the XMarker .. it is the 1st block that is shown on the screen that should pop up if double click the 'x' on the map and is usually blank, that is what the script is refering to ... may be off but that was what like in old scripting and appears to be same here. So if filled them in with the ref and not working, then got me but am sure othres can provide the correct assist.
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Lauren Denman
 
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Post » Mon Jun 18, 2012 9:08 pm

that method should work fine for a single event, say triggering one unique marker to activate another. but im looking to apply this script to every marker in the game. thats alot of scripts basically doing the same thing.

if i can make the script look for the linked reference of the object it is attached to, not a unique refID then were in business!
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Brooke Turner
 
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Post » Mon Jun 18, 2012 9:44 pm

Still not sure what you're intending to do, but you could still use the activator approach: place your new a map marker and an activator at the same place, link the activator to the vanilla map marker and use a script to put the linked reference on the map.
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!beef
 
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