


Self.Delete()...and...
Delete()...work the same, but the latter is more concise and, if nothing else, more semantically correct.
ZeldaSecretSOUN.Play(Self)

Scriptname MyFancyScriptName extends ObjectReference ObjectReference Property TeleportMarker autoEvent OnActivate(ObjectReference akActionRef)Game.GetPlayer().MoveTo(TeleportMarker)EndEventWould be nice if it did, but wasnt able to test it proberly or find an answer to it.
ScriptName MyFancyScriptName Extends ObjectReferenceObjectReference Property TeleportMarker AutoEvent OnActivate(ObjectReference akActionRef) akActionRef.MoveTo(TeleportMarker)EndEvent
ScriptName MyFancyScriptName Extends ObjectReferenceObjectReference Property TeleportMarker AutoEvent OnActivate(ObjectReference akActionRef) akActionRef.MoveTo(TeleportMarker)EndEvent

Use a DOOR form (won't need to be scripted) rather than an ACTI and everything will happen naturally after connecting it to another DOOR form (instead of a teleport marker) and finalizing/editing the relevant NavMeshes. You can assign whatever model you want to a DOOR form, so it doesn't have to look like a door to behave like one.
Use a DOOR form (won't need to be scripted) rather than an ACTI and everything will happen naturally after connecting it to another DOOR form (instead of a teleport marker) and finalizing/editing the relevant NavMeshes. You can assign whatever model you want to a DOOR form, so it doesn't have to look like a door to behave like one.
