Difference between revisions of "How can I use one travel package to move an actor to multiple locations?"

Added another response to question
imported>N0rd
(Yes... its entirely possible)
imported>Babij
(Added another response to question)
 
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You could have a single package pointing to an XMarker (look under Statics -- we use them everywhere). Name the XMarker move it to whereever you need it (probably by having XMarkers at all the locations), then the package will direct the NPC to wherever the XMarker is currently located.
You could have a single package pointing to an XMarker (look under Statics -- we use them everywhere). Name the XMarker, move it to wherever you need it (probably by having XMarkers at all the locations), then the package will direct the NPC to wherever the XMarker is currently located.


[[Category:Solutions]]
[[Category:Solutions]]


RESPONSE: -


I've tried this and it doesn't work! When I rename the xmarkers and try to place more than one xmarker in the world...it says ID not unique!!
Question:
 
I've tried this and it doesn't work. When I rename the Xmarker and try to place more than one Xmarker in the world it says the ID is not unique!
 


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the numbers at the end are offset numbers x,y,z that determine how far from the BravilHorseReturnMarker. Alternatively if there ARE no unique references in the cell you are wanting to point your travel marker to, then by all means, create a new marker in said cell, click the persistent reference box, give it a unique name, then use the .moveto command to point your travel marker to it. For the guy above me claiming it doesn't work, go back to the tutorials and learn the diference between renaming a base object and creating a unique reference to the base object.
the numbers at the end are offset numbers x,y,z that determine how far from the BravilHorseReturnMarker. Alternatively if there ARE no unique references in the cell you are wanting to point your travel marker to, then by all means, create a new marker in said cell, click the persistent reference box, give it a unique name, then use the .moveto command to point your travel marker to it. For the guy above me claiming it doesn't work, go back to the tutorials and learn the difference between renaming a base object and creating a unique reference to the base object.
   ---n0rd
   ---n0rd
Response:
Yep it definitely works. Additional info that might solve your problem:
Place the object in the world. Double click that object from the render window. From the window that pops up, give it an ID name. Use THAT ID to call it in scripts. I belive that is what the above person means by 'go back to X tutorial'.
Anonymous user