Difference between revisions of "Teleport Recall"

62 bytes added ,  21:33, 6 August 2007
→‎Marker Rats: Living rats
imported>Wrye
(Complete rewrite with examples, etc.)
imported>Wrye
(→‎Marker Rats: Living rats)
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In order to mark points in the world for recall, a reference marker needs to be moved there. In the past, this has been done with XMarkers, but these seem to have problems when they're moved to worldspaces outside of the Tamriel worldspace. It seems that after quitting and reloading, the objects snap back to their original worldspace, while keeping their modified position (x, y, z coordinates). Apparently, the game engine doesn't really expect statics, doors, etc. to move outside of their original cell, and so the information about their movement is not properly recorded.
In order to mark points in the world for recall, a reference marker needs to be moved there. In the past, this has been done with XMarkers, but these seem to have problems when they're moved to worldspaces outside of the Tamriel worldspace. It seems that after quitting and reloading, the objects snap back to their original worldspace, while keeping their modified position (x, y, z coordinates). Apparently, the game engine doesn't really expect statics, doors, etc. to move outside of their original cell, and so the information about their movement is not properly recorded.


Solution to this is to use marker actors (creatures or NPCs) instead. (Since the game engine expects these objects to move, changes in worldspaces are correctly recorded.) Thankfully the marker creatures do not have to be alive or even visible, thus they can be treated just like regular XMarkers.
Solution to this is to use marker actors (creatures or NPCs) instead. (Since the game engine expects these objects to move, changes in worldspaces are correctly recorded.) Thankfully the marker creatures do not have to be visible, thus they can be treated just like regular XMarkers.


'''Marker Rat Recipe:'''
'''Marker Rat Recipe:'''
* Define a marker rat creature:
* Define a marker rat creature:
** ''Enable'' low level processing (just in case).
** ''Enable'' low level processing (just in case).
** Set health to zero (just in case).
** Scripted? If the marker rat is scripted, then the rat must be alive. (Scripts on actors won't run unless the actor is alive.)
** No respawn.
* Place instance of rat somewhere in world (e.g., at default teleport point or in dummy internal cell).
* Place instance of rat somewhere in world (e.g., at default teleport point or in dummy internal cell).
* Name the reference (e.g., exTeleport2Ref0) and set it to initially disabled.
* Name the reference (e.g., exTeleport2Ref0) and set it to initially disabled.
* Use reference in scripts as described above.
* Use reference in scripts as described above.
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