Teleporters?

Post » Thu Jun 21, 2012 4:01 pm

Hey everyone,

I see all of these mods of people clicking on a small statue and teleporting to another similar statue. Can anyone guide me in how to do this? I have an idea of it (i think) as i've made dungeons and such, and therefore have worked with doors, which i believe to be similar. But, before I mess up my game, can i get a little help?

Thanks,

Walrus :)
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Ashley Clifft
 
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Post » Thu Jun 21, 2012 7:48 pm

Something like...
Spoiler
ScriptName StatueTeleportationScript extends ObjectReferenceActivator Property SummonTargetFXActivator AutoActor Property PlayerREF AutoObjectReference Property Statue01REF AutoObjectReference Property Statue02REF AutoEvent OnActivate(ObjectReference akActivator)	If akActivator == PlayerREF		If Self == Statue01REF ; To			Teleport(akActivator, Statue02REF, 128, 128, 0) ; Offset will need fine tuning		ElseIf Self == Statue02REF ; Fro			Teleport(akActivator, Statue01REF, 128, 128, 0) ; Offset will need fine tuning		EndIf	EndIfEndEventFunction Teleport(ObjectReference akTraveler = None, ObjectReference akDestination = None, Float afOffsetX = 0.0, Float afOffsetY = 0.0, Float afOffsetZ = 0.0, ObjectReference arPortal = None, Int aiStage = 0, Float afDelay = 0.0)	While aiStage < 6		aiStage += 1		If aiStage == 1 ; Shroud Player with portal			arPortal = akTraveler.PlaceAtMe(SummonTargetFXActivator)		ElseIf aiStage == 2 ; Make Player appear to vanish into the void			akTraveler.SetScale(0.0)		ElseIf aiStage == 3 ; Move the portal to the opposite statue			arPortal.MoveTo(akDestination, afOffsetX, afOffsetY, afOffsetZ)		ElseIf aiStage == 4 ; Move Player to portal			akTraveler.MoveTo(arPortal)		ElseIf aiStage == 5 ; Make the Player appear as the portal dissipates			akTraveler.SetScale(1.0)		EndIf		Utility.Wait(afDelay)	EndWhileEndFunction
...should do it. You'll have to fine tune the X, Y, and Z offset for teleporting both ways so the player materializes by the statue and not inside it.
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Bones47
 
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Post » Fri Jun 22, 2012 12:48 am

so just add this coding to both objects and it will treat them (more or less) as doors?

And thanks for the help!
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maddison
 
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Post » Fri Jun 22, 2012 3:00 am

OMG OMG! Justin, so much typings! :P

If a script wasn't exactly what you're looking for you can check out http://www.youtube.com/watch?v=BHRUK8bu4UQ. The guy walks through making a teleporter that goes from inside a dungeon to the outside world. Yet the concept works for popping around dungeons as well.

Don't worry to much about breaking things. Everything you do is saved in an .esp file. If the game starts behaving strangely, delete that .esp file and start over. Very easy.

You might also browse the http://www.gamesas.com/topic/1343653-creation-kit-video-tutorials-merged/ for more stuff to get you going.

Good luck, have fun!
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K J S
 
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Post » Thu Jun 21, 2012 10:44 pm

so just add this coding to both objects and it will treat them (more or less) as doors?

And thanks for the help!
Yup :) Should be plug & play. Just be sure to tinker with the X, Y, and Z arguments in the OnActivate event for each statue so you end up in the right spots.
OMG OMG! Justin, so much typings! :P
But it works and looks really cool when it happens with the portal and all! :P
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NAtIVe GOddess
 
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Post » Thu Jun 21, 2012 12:07 pm

thanks!
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Zosia Cetnar
 
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Post » Thu Jun 21, 2012 4:37 pm

But it works and looks really cool when it happens with the portal and all! :tongue:

Oh yes yes yes. There's a bit of flash there. But tell me... is efficient to be using a while loop when all you had to do is put "Utility.Wait(0.6)" x6? Come on now. Be honest. You're just showing off.

Heheh. <3
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Robyn Lena
 
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Post » Fri Jun 22, 2012 1:37 am

Oh yes yes yes. There's a bit of flash there. But tell me... is efficient to be using a while loop when all you had to do is put "Utility.Wait(0.6)" x6? Come on now. Be honest. You're just showing off.

Heheh. <3
Initially, I was using an *afDelay argument in place of 0.6 until I got the timing just right with the visuals/noises lined up with the stages so I only had to edit one value. Once I got it right, I got rid of the argument, but not the stages 'cause, looking at it, it makes more sense that way. :shrug:

*puts it back in :P
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Chris Johnston
 
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