Randomly Teleports to these interiors-worldspaces

Post » Wed Jun 20, 2012 6:43 pm

When i create a new door, every time i try to place a cell into this dialogue box, and save the plugin, the CK freaks out and corrupts my esp.

is this feature broken or is something else going on
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Miguel
 
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Joined: Sat Jul 14, 2007 9:32 am

Post » Wed Jun 20, 2012 2:36 pm

I just put in a lift door and using the teleport tab of the reference form for the door, I selected the target cell and then picked the destination door I wanted to go to in the target cell. Then I saved and tested. I can't say I was game to save before selecting the target door. In any case, there was no problem I could pick when I tested the plug-in in-game. I have, since, reloaded the plug-in with SkyCK, with no visible sign of any new problems.
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Generally, I try to avoid fiddling with door-teleports until I'm good and ready - and until the basic infrastructure is in place for directional testing. I don't like relying on northmarkers because I don't trust the engine to keep all the statics where I put them - so, for primary access, I center a static floor-piece nearest the primary access door, hook up the door-teleports, and then stop modding, go into the game and check to make sure that orientation transitions through the teleport correctly or, using cracks (marks) in the lift floor, identify orientation. Once I can be sure of which way items in the different worldspaces are pointing with respect to one-another, only then do I begin assembling the new area.
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Averielle Garcia
 
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Post » Thu Jun 21, 2012 1:40 am

im not talking about regular door teleporters where you pick the destination.

i'm talking about the option to choose random cells to teleport to when you create your own custom door from scratch

i think this feature is broken
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Blackdrak
 
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Post » Wed Jun 20, 2012 10:14 pm

im not talking about regular door teleporters where you pick the destination.

i'm talking about the option to choose random cells to teleport to when you create your own custom door from scratch

i think this feature is broken
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This is a feature I'm not aware of; no doubt, one of many!
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If I was to randomize door teleportation I'd probably do something clunky like put an OnActivation script on the door the player sees (with no teleport marker) and then have a door for each random location situated where the player cannot see them but linked one to the other hidden teleport doors and from the visible non-teleport door (i.e. as a chain starting with the non-teleport door). Then, each of the hidden doors would get their teleport link to the corresponding destination door. When the player activates the visible non-teleport enabled door, a random integer is generated and inserted as the GetNthLinkedItem() index. Say, for any one of seven randomly selected holiday destinations, the "simplified" code might look something like this:
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EVENT OnActivate(ObjectReference arYouRang)
;
zqzzNonTeleportDoor.GetNthLinkedRef(RandomInt(1, 7)).Activate(Game.GetPlayer())
;
EndEVENT
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I can't say I've tried this, but it does compile successfully. I hope it helps...
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Bird
 
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Post » Wed Jun 20, 2012 11:50 am

im not talking about regular door teleporters where you pick the destination.

i'm talking about the option to choose random cells to teleport to when you create your own custom door from scratch

i think this feature is broken
Yeah I've never heard of this, and I can't think of a place where it's used ingame. It's probably either broken/unused, or you think it does something it doesn't.
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Justin Hankins
 
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Post » Wed Jun 20, 2012 10:38 pm

from the wiki:

Randomly Teleports to these Interiors / Worldspaces only:
When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game. If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.

would have been nice. from the looks of it, it doesn't require a teleport marker or navmesh edit. maybe thats why its broken.
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Symone Velez
 
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Post » Wed Jun 20, 2012 8:19 pm

Not sure if that feature works, but it's very easy to script manually, by choosing a MoveTo at random.

You can also allow the player to choose the destination (by displaying a message with options, for example).
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Charlie Ramsden
 
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Post » Wed Jun 20, 2012 5:00 pm

i wasnt going to use it for randomness, i wanted to only put one cell and use it to cheat the navmesh (since it links to the cell directly without a teleport marker)
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rae.x
 
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