Making a boat function as a door? :P

Post » Tue Jun 19, 2012 12:40 am

Does anyone know of a way I can make an object (A rowboat "ShipRowBoatAnim010000") function as a door/teleport to load the player into another area? For example, the player would walk up to the boat, and see "Use the Old Rowboat" + press to activate. It would function just like a door, they would activate it, and load into a new area (with another boat placed there, functioning the same way.)

Thankyou!
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Cameron Garrod
 
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Post » Tue Jun 19, 2012 3:25 am

You could use teleport system what caves uses ingame. When you go deep enough it teleports you into cave. It doesent let you activate the boat, but I barely know anything about scripting so this how I would do it. So it would basically teleport you when you go to the boat.


Event OnActivate(ObjectReference akActionRef)
Debug.MessageBox("Go to [and your location name]")
endEvent

That should be the basic script for activating the objective and get debug message. And loads of crap after that and you're done :biggrin:
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Jessie
 
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Post » Tue Jun 19, 2012 7:37 am

Irsrsguy is right. However, is a boat activable? I'm thinking it's not so you would have to place an invisible activator inside the static boat. Below is a script that should be attached either to an activable boat or to this invisible activator in case the boat is static.

As always, I don't know if it works for sure.


Spoiler
ScriptName BoatTeleportScript Extends ObjectReferenceObjectReference Property Marker1  AutoObjectReference Property Marker2  Auto; These should be linked to XMarkers near the boats in both locations.ObjectReference Property Boat1  AutoObjectReference Property Boat2  Auto; These should be linked to the boats themselves.ObjectReference Property Activator1 AutoObjectReference Property Activator2 Auto; These should be linked to the invisible activators.Location Property Location1  AutoLocation Property Location2  Auto; These should be linked to the locations where the boat is and where the boat is supposed to go.; If you're making your own cell you may want to create a location for it, then link to it?; I'm not sure.Message Property Message1  AutoMessage Property Message2  Auto; This should be linked to messages that ask the player if he/she wants to go to the other location.; Message1 should have your second location (target) mentioned,; Message2 should be about getting back.; Option 0 is yes, Option 1 is no.; Note: this script disables and enables the boats and the activators; in order to make only one boat visible at a time.; You have to put a normal boat and an activator somewhere where; a player should be first.; Then create a boat and an activator where the player is supposed to go,; and check "Initially disabled".Event OnActivate(ObjectReference akActionRef)    if Location1.IsLoaded()		int choice = Message1.Show()		if choice == 0			Boat2.Enable()			Activator2.Enable()			akActionRef.MoveToRef(Marker2)			Boat1.Disable()			Activator1.Disable()		EndIf	ElseIf Location2.IsLoaded()		int choice = Message2.Show()		if choice == 0			Boat1.Enable()			Activator1.Enable()			akActionRef.MoveToRef(Marker1)			Boat2.Disable()			Activator2.Disable()		EndIf	EndIfEndEvent
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dean Cutler
 
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Post » Tue Jun 19, 2012 6:39 am

Create a new object (Door or Activator, depending on which method you go for) and make it point to the boat model, then place that in the world.
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Mr. Allen
 
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Post » Tue Jun 19, 2012 11:28 am

Door would be easiest I think, as you wouldn't have to script anything, you just click on the boat and it takes you there. For multiple destinations you'd use an activator.
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naome duncan
 
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