Many Objects to ONE Output

Post » Thu Jun 21, 2012 12:33 am

Edit: I fixed it myself. found out what i did wrong... looking back it seems soo stupid....

I have got so far without any help and now here i am, asking for help.... disapointed...
anyway i am rather stuck and clueless here, as you can see below i can alot of Objects, they are all markers but want i want to do only have one output, meaning depending on what the global's value is it teleports the player to corrosponding number, don't worry the global is set by a different script which is working fine, as you can see, the code below is one of my attempts to do it, i did have another way with was tidier but it didn't work, neither does this, all it says to me when its compiled is; 'too many arguments passed to function' which to me doesn't make sense seeing as in my other script is basicaly the same...

i was thinking of having the teleport as a sperate function like this

Function Teleport()
player.MoveTo(Dest)
endFunction

and having the global ifs like

if(RuneTeleportDest.GetValue(0))
Dest = DawnstarRuneMarker
ect....

but i didn't know how to set it out properly.
{A Script that finds the player within itself and teleports according to a global value}import utilityimport gameGlobalVariable Property RuneTeleportDest AutoObjectReference player;player = game.getPlayer()ObjectReference Property DawnstarRuneMarker Auto ; 0ObjectReference Property FalkreathRuneMarker Auto ; 1ObjectReference Property MarkarthRuneMarker Auto ; 2ObjectReference Property MorthalRuneMarker Auto ; 3ObjectReference Property RiftenRuneMarker Auto ; 4ObjectReference Property SolitudeRuneMarker Auto ; 5ObjectReference Property WhiterunRuneMarker Auto ; 6ObjectReference Property WindhelmRuneMarker Auto ; 7ObjectReference Property WinterholdRuneMarker Auto ; 8ObjectReference Property MagniIslandRuneMarker Auto  ; 9;************************************auto State waiting	Event onTriggerEnter(objectReference triggerRef)		Actor actorRef = triggerRef as Actor		; check whether we care if the player is activating		if(actorRef == game.getPlayer())			 if(RuneTeleportDest.GetValue(0))			 player.MoveTo(DawnstarRuneMarker)			 Elseif(RuneTeleportDest.GetValue(1))			 player.MoveTo(FalkreathRuneMarker)			 Elseif(RuneTeleportDest.GetValue(2))			 player.MoveTo(MarkarthRuneMarker)			 Elseif(RuneTeleportDest.GetValue(3))				 player.MoveTo(MorthalRuneMarker)			 Elseif(RuneTeleportDest.GetValue(4))			 player.MoveTo(RiftenRuneMarker)			 Elseif(RuneTeleportDest.GetValue(5))				 player.MoveTo(SolitudeRuneMarker)			 Elseif(RuneTeleportDest.GetValue(6))			 player.MoveTo(WhiterunRuneMarker)			 Elseif(RuneTeleportDest.GetValue(7))				 player.MoveTo(WindhelmRuneMarker)			 Elseif(RuneTeleportDest.GetValue(8))			 player.MoveTo(WinterholdRuneMarker)			 Elseif(RuneTeleportDest.GetValue(9))				 player.MoveTo(MagniIslandRuneMarker)			endif		endif	endEventendState

Thanks
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JeSsy ArEllano
 
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