Difference between revisions of "Talk:PositionCell"

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imported>TS7
m (Reverted edit of CseOvx, changed back to last version by Wildman)
imported>Haama
(Notes discussion)
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     endif
     endif
   end
   end
== Notes discussion ==
However, MoveTo requires a reference, PositionCell does not. Useful if you do not want to edit the destination cell.
I'm not sure what that means - how would '''PositionCell''' edit the destination cell? On the first bit, it's suggested to use an x-marker that you've already placed in the CS - it's much easier to use an x-marker reference than the cell name and location. MoveTo is also preferred because it's less buggy.
<br>--[[User:Haama|Haama]] 21:59, 6 September 2008 (EDT)

Revision as of 20:59, 6 September 2008

I needed some one way load doors for the player. The standard door markers require 2 doors and I was getting NPC's showing up in areas from areas they don't even go. Even when it's impossible to reach the doors ( i put them behind walls ) This is an example of a script to put on a door, effectively making it a morrowind stlye load door. Keeps the NPC's out and uses no markers and doesn't alter the cell you go to, so theres no conflicts.


 begin OnActivate 
   if IsActionRef player == 1
     player.positioncell -260, 16, 100, 0, ChorrolHouseForSale
   endif
 end

Notes discussion

However, MoveTo requires a reference, PositionCell does not. Useful if you do not want to edit the destination cell.

I'm not sure what that means - how would PositionCell edit the destination cell? On the first bit, it's suggested to use an x-marker that you've already placed in the CS - it's much easier to use an x-marker reference than the cell name and location. MoveTo is also preferred because it's less buggy.
--Haama 21:59, 6 September 2008 (EDT)