Difference between revisions of "Talk:PositionCell"
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)