Can we still not move a door?

Post » Tue Jun 19, 2012 12:23 pm

As the title asks; I'd like to move a door to the player.

Thanks!
-HB
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Ash
 
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Post » Tue Jun 19, 2012 10:23 pm

What do you mean move a door to the player? What are you hoping to accomplish?
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Sweet Blighty
 
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Post » Tue Jun 19, 2012 3:53 pm

What do you mean move a door to the player? What are you hoping to accomplish?

In previous iterations of the scripting environment, if we wanted to have an entrance that the player could summon, say to a "pocket home" (e.g. Septim Mansion), we had to use an activator. The implication with this was that special code had to be added in order to allow followers to follow the PC through the entrance. Doors don't have this problem, as a follower can use a door by default, without any extra coding involved.

-HB

Edit: I note that Xilver uses an activator in his lovely Midas mod as an entrance to his 'Tardis', and note that as I stated above, followers cannot follow the PC into the Tardis... I'm working on something themed quite differently, but with the same mechanics.
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Romy Welsch
 
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Post » Tue Jun 19, 2012 3:39 pm

http://steamcommunity.com/sharedfiles/filedetails/?id=10787

I have already done something similar. I used activators, which followers use perfectly.
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sw1ss
 
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Post » Tue Jun 19, 2012 4:23 pm

Yes, you can move doors, but because of how the navmesh system works it won't do you any good. Navigation portals have to know about both endpoints and moving the door will break this.
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Chase McAbee
 
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Post » Tue Jun 19, 2012 8:27 pm

http://steamcommunity.com/sharedfiles/filedetails/?id=10787

I have already done something similar. I used activators, which followers use perfectly.

Appreciate the reply! :)

Was it necessary to add any special code, such that a follower "knew" to activate and follow the PC?

Thanks!
- HB
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Dean
 
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Post » Tue Jun 19, 2012 10:38 pm

Yes, you can move doors, but because of how the navmesh system works it won't do you any good. Navigation portals have to know about both endpoints and moving the door will break this.

That's what I was afraid of; Thanks, Arthmoor!

-HB
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CRuzIta LUVz grlz
 
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Post » Tue Jun 19, 2012 11:28 am

Appreciate the reply! :smile:

Was it necessary to add any special code, such that a follower "knew" to activate and follow the PC?

Thanks!
- HB


Nope. Nothing at all...

May be the way the followers work, as some people have stated that they COC'd to my cell and their followers followed them in, providing me screenshots as well. I'm honestly not too sure. And Honestly I haven't even tested it myself with the lack of time. I had specifically stated on the mod you weren't allowed to bring followers in, and hours later I was messaged by numerous people saying there's a bug and their companions were following them in, others saying the NavMesh was messed up (Of course... Didn't make it lol)

So from what Ive been told, they follow them in fine. You have their experiences, but I honestly cant say for myself.

All I can say is try it. Ill tell you exactly what I did as I am not home to test all of this:

One thing that may make a difference though, is I used that obelisk looking thing (not home to give you the actual activator) which actually acted as a door, which may be the reason it worked. I had scripted it to teleport the Activator to an X marker via a script - I did not link via references. I would like to think that this is what is making it work.

Hope some of this helps.
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carly mcdonough
 
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Post » Tue Jun 19, 2012 10:53 am

Nope. Nothing at all...

May be the way the followers work, as some people have stated that they COC'd to my cell and their followers followed them in, providing me screenshots as well. I'm honestly not too sure. And Honestly I haven't even tested it myself with the lack of time. I had specifically stated on the mod you weren't allowed to bring followers in, and hours later I was messaged by numerous people saying there's a bug and their companions were following them in, others saying the NavMesh was messed up (Of course... Didn't make it lol)

So from what Ive been told, they follow them in fine. You have their experiences, but I honestly cant say for myself.

All I can say is try it. Ill tell you exactly what I did as I am not home to test all of this:

One thing that may make a difference though, is I used that obelisk looking thing (not home to give you the actual activator) which actually acted as a door, which may be the reason it worked. I had scripted it to teleport the Activator to an X marker via a script - I did not link via references. I would like to think that this is what is making it work.

Hope some of this helps.

Many thanks, skullz; youv'e given me a good bit to go on here! much appreciated! :)

- HB
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Ricky Meehan
 
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