how to make fall a player?

Post » Wed Jun 20, 2012 5:12 pm

I tried to put the marker of a door up in the air but the player starts already landed on the floor , is there another way to make the player start in air?
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Dark Mogul
 
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Post » Wed Jun 20, 2012 7:28 pm

Event OnOpen()
Game.GetPlayer().MoveTo(x,y,z) etc.
endEvent

Probably isnt exactly right, but you should be able to figure it out from there.
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Chantel Hopkin
 
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Post » Wed Jun 20, 2012 10:49 pm

Just for some clarity get the players Z position, and then add to it however much you want the player to fall.
Player = Game.GetPlayer()Player.SetPosition(Player.GetPositionX(), Player.GetPositionY(), Player.GetPositionZ() + 300)

If you use MoveTo you have to pass in an objectreference and the x,y,z coordinates are offsets from that position.

Player.MoveTo(Player,0,0,somezoffsetvalue,true)

-MM
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Stephanie I
 
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Post » Wed Jun 20, 2012 2:34 pm

Or place the player on a temporary platform (needs to have a navmesh for the entry point to work) then have that platform have a script that catches the OnCellLoad() event and disables itself.
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Jack Bryan
 
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Post » Wed Jun 20, 2012 11:34 pm

mmm not sure I shoudl use a script , It's just a trap door , I mean the player opens the door by walking in it and falls down in a pit ... but I want him to start the new cell location falling instead than on the ground already ...
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Angela
 
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Post » Wed Jun 20, 2012 11:06 pm

Oh the player would never see the temporary platform. OnCellLoad() fires just before the cell gets drawn the first time.
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Dylan Markese
 
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Post » Wed Jun 20, 2012 6:40 pm

The start on the floor because they fall the instant you load in. When you load in, an ISM fades in from black. If you're raised a bit, by the time you can see, you've fallen.

For example, hold forward while you load. When you finish loading, release it. You will be several feet forward, as you could move long before sound and vision faded back in completely.

Or do you mean REALLY up in the air?
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Michelle davies
 
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Post » Thu Jun 21, 2012 12:37 am

ok so basically I just have to put the marker more up?

Also is there a way to reduce the radius of the loading automated door? I tried even nif work redone the shape and shrinked in nif too , I also changed the bsshader settings but nothing seemed to work , inCK there are no features to check or change and I am a bit stuck in that , I need a autoload door that when the player gets in falls into another cell .... actually the autoload woudl be better if didn't even show the cell's name .....
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Nitol Ahmed
 
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