MoveTo With Doors?

Post » Sat May 14, 2011 3:00 am

Ok, here's the issue I'm having...

I have a pair of doors, one stationary, the other I use MoveTo on. The door that gets moved works fine, retaining its' link to the stationary door. However, the stationary door does not update its' link to the door that moves, so the player always ends up in the same place, rather than back at the moved door. Is there a way to force the stationary door to update its' link to the moved door, so that the player returns to the moved door's location?

Thanks, Guys!
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Darian Ennels
 
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Post » Fri May 13, 2011 8:06 pm

O.O


Homan... I wish I knew what in god's name you're talking about, because I'm sure it's some very normal modder's trick which I am completely ignorant of how to properly use!

I don't suppose you'd be willing to explain how it is -supposed- to work, for me? Maybe I can try it out myself... see if I can't help come up with a solution?
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maddison
 
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Post » Fri May 13, 2011 7:56 pm

O.O


Homan... I wish I knew what in god's name you're talking about, because I'm sure it's some very normal modder's trick which I am completely ignorant of how to properly use!

I don't suppose you'd be willing to explain how it is -supposed- to work, for me? Maybe I can try it out myself... see if I can't help come up with a solution?


Sure! I have an interior cell to which I which to teleport from user-selected places in the exterior world; hence, the entrance door moves, but the door to which it's linked in the interior cell always stays where it is. The other requirement is that followers need to be able to use the same door the player uses without additional scripting, like any other door in the Wasteland... Hopefully, that clarifies the issue some? :)
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lillian luna
 
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Post » Sat May 14, 2011 1:59 am

So... basically... you have one door, which gets moved around... while the other one stays in place.


So, say... while you're inside... the outside door could be transported around to, oh... Searchlight? Or some other location?

Hrrm... that seems simple enough. The problem comes in when the other door is moved?


So, the outside door still takes you to your interior... but the inside door teleports you to the location where the outside door USED to be?
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Chantel Hopkin
 
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Post » Fri May 13, 2011 12:44 pm

So... basically... you have one door, which gets moved around... while the other one stays in place.


So, say... while you're inside... the outside door could be transported around to, oh... Searchlight? Or some other location?

Hrrm... that seems simple enough. The problem comes in when the other door is moved?


So, the outside door still takes you to your interior... but the inside door teleports you to the location where the outside door USED to be?


Almost right; the inside door teleports to the place where the moveable door was originally placed in the GECK, instead of to where the moveable door is at the current moment.
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steve brewin
 
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Post » Fri May 13, 2011 1:00 pm

I could be wrong, but I dont believe its possible to do that with a single door. Think of it this way, whenever you place and link a door with another you get the teleport marker set down at some default location, usually inside the door which you then have to place in the correct location manually. Now when you've moved your door to a new location the actual door moves, but the marker placed by the door stays in the place you set it in the geck.
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SHAWNNA-KAY
 
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Post » Fri May 13, 2011 5:54 pm

I could be wrong, but I dont believe its possible to do that with a single door. Think of it this way, whenever you place and link a door with another you get the teleport marker set down at some default location, usually inside the door which you then have to place in the correct location manually. Now when you've moved your door to a new location the actual door moves, but the marker placed by the door stays in the place you set it in the geck.


Yeah, I've kinda been leaning toward the conclusion that it can't be done. I've been able to accomplish this in a previous version of a mod I'm working on using script and NVSE, but it's not really optimal. Still, it may be the best that can be done. Thank you for the reply! :)
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Lily
 
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Post » Sat May 14, 2011 2:57 am

Might it be possible to move the door to a different location, and then move the player to the door REFERENCE through a script instead? So rather than relying on the door marker, you would instead be relying upon the location of the door?

Heck, you could make both doors activators, if it were possible to do it that way. Just have the one move you to the general location of the other, facing the right direction.

No?

-edit-

Oh, I see... you have a script version already!

Well then... :unsure2:
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Rhysa Hughes
 
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Post » Fri May 13, 2011 2:37 pm

It isn't clear *why* you want to move one side of a door. Are you trying to accomplish something like the elevator in Gommorah, which can teleport you to one of four different levels? The script for this is very helpful to understand one good way to do this. It has a "case statement" for followers, which is not ideal, but it does show how to use markerheading's instead of door teleports.
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Marguerite Dabrin
 
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Post » Fri May 13, 2011 1:42 pm

It isn't clear *why* you want to move one side of a door. Are you trying to accomplish something like the elevator in Gommorah, which can teleport you to one of four different levels? The script for this is very helpful to understand one good way to do this. It has a "case statement" for followers, which is not ideal, but it does show how to use markerheading's instead of door teleports.


I'm the author of HB's Wasteland Tent, and I'm working on the next version. The last version accomplished it using generalized code to move the followers, and there were no doors were involved; the tent itself was an activator, and both player and followers, both vanilla and modder-added, moved to markers, not doors.

:)

Here's the code:

ScriptName WSTTentExteriorScriptNVSEfloat hdgAngleref tentshort bSaveshort bPlayerMovedref rFollowershort nFollowersshort ListIndexBegin GameMode	if ( bSave == 1 )		PlaySound DRSMetalIndustrialSingleOpen		player.Disable		player.MoveTo WSTEntryMarker		player.Enable 0		label 0 ; Top of Loop				set rFollower to 0;		set nFollowers to ListGetCount WSTFollowersList		set ListIndex to ( nFollowers - 1 )		label 1 ; Loop Top		set rFollower to ListGetNthForm WSTFollowersList, ListIndex		ListRemoveNthForm WSTFollowersList, ListIndex		if ( rFollower.GetCurrentAIProcedure == 11 )			if ( rFollower.GetPackageTarget == Player )				if ( rFollower.GetDisabled )					; Empty				else					if ( rFollower.GetDead )						; Empty					else						if ( rFollower.GetUnconscious )							; Empty						else							rFollower.Disable							rFollower.MoveTo WSTEntryMarker 0, 64, 0							rFollower.Enable 0							rFollower.EvaluatePackage						endif					endif				endif			endif		endif		set ListIndex to ( ListIndex - 1 )		if ( ListIndex >= 0 )			goto 1		endif		set bSave to 0		AutoSave			endif ; ( bSave == 1 )End ; GameModeBegin OnActivate Player	if ( Player.IsSneaking == 1 )		WSTTravelMarker.Disable		ShowMap WSTTravelMarker, 0		player.AddItem WSTTentManualBase, 1		Disable		MarkForDelete	else		set tent to this		set hdgAngle to ( Player.GetHeadingAngle tent )		if (  ( WSTTravelMarker.GetDistance Player <= 120 ) && ( hdgAngle >= -45 && hdgAngle <= 45 ) )						; This loop must be completed within a single frame.			label 0 ; Loop Init			set nFollowers to GetNumRefs 200, 1024			set rFollower to GetFirstRef 200, 1024			label 1 ; Top Of Loop			if ( nFollowers )				rFollower.ListAddReference WSTFollowersList				set rFollower to GetNextRef				set nFollowers to ( nFollowers - 1 )				goto 1			endif						set bSave to 1		endif	endifEnd


Looks like I'll end up using it again! :)
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Lucky Girl
 
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Post » Fri May 13, 2011 3:22 pm

Might it be possible to move the door to a different location, and then move the player to the door REFERENCE through a script instead? So rather than relying on the door marker, you would instead be relying upon the location of the door?

Heck, you could make both doors activators, if it were possible to do it that way. Just have the one move you to the general location of the other, facing the right direction.

No?

-edit-

Oh, I see... you have a script version already!

Well then... :unsure2:


You're right; I could use cubic activators, but then you wouldn't have to activate the door; all you'd have to do is walk into the activator, and that's not quite the way I want it to work.
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Add Meeh
 
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