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No Teleport Scripts ????
03-24-2008, 05:18 PM,
#1
No Teleport Scripts ????
The question was brought up about Disable Teleport within a cell, we know this script is fairly easy however it does not cover the issues of the Mark and Recall rings & amulets

I have read several inofrmational posts on these subjects but their doesn't appear to be a real resolve to this that doesn't effect something else, I believe DinkumThinkum has a tutorial on this disable stuff but at last attempt the page was not accesable
****************************

thier is also the tribunalmain script which doesnt allow teleport or levetate in Sotha Sil's place or in Mournhold

here is another I found

Begin WarpWhacker

short WarpOff ;Only Necessary if you do more in cell ....

If ( GetPCCell, "Your CELL Name" == 1 )

if ( WarpOff == 0 )
DisableTeleporting
Set WarpOff to 1


ANYONE got ideas on this

please post them

it would be of great help


thanks


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


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03-24-2008, 05:21 PM,
#2
 
Thanks bob. Smile I didn't want the player to leave the ruin before running into Jarling. Big Grin I'll obviously have to try a few things...

(Shadowjade quest)
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03-25-2008, 04:50 AM,
#3
 
Well hopefully someone who knows more about ES3 scripting will have a resolve for this

the only thing I can think of is to disable any item that does teleport once the player is in the cell and enable it once the player leaves

but this doesnt stop the player from cheating using console, we can't do anything about that Confusedhrug:


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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04-15-2008, 02:10 AM,
#4
 
My ES scripting is a little rusty but, could you maybe have some "magic force" (aka, a script) remove all of the player's objects with mark/recall capability in some way and place them in a chest at the end?
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04-15-2008, 08:31 AM,
#5
 
Hmm, there is no way of stopping them using the console to cheat, but most players don't use or dont know how to use it. this means you could just have a script that runs to check the players inventory for mark and recall able items, you could do this until the quest has finished or you want them to leave.

I would just remove the items and place them in a chest like A_flyboy said.
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04-15-2008, 08:41 AM,
#6
 
That sounds like a good idea, but how would that be written ?


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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04-15-2008, 08:42 AM,
#7
 
Give me a little time and I will find our for ya Wink

Edit: Working on a new script idea
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04-15-2008, 09:25 AM,
#8
 
Super


Thanks I will keep checking your progress and I'll let TID know




Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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04-15-2008, 09:31 AM,
#9
 
Cool, I was actually thinking of an easier way of doing it, kinda like what you have in your first post.

Edit: Forget what I have been saying, the best idea is to just stop teleporting spells, here is the script.

this would best attached to a quest, or something to run all the time

====================
begin NoTeleport

Short FrameCounter
short TeleportDisabled

'Runs Script every 10 seconds

if (FrameCounter < 10)
return
Endif

' Main Script
if ( GetPCCell, "Your CELL Name" == 1 && teleportDisabled == 0)
DisableTeleport
Set TeleportDisabled to 1
endif

if ( GetPCCell, "Your CELL Name" == 1 && teleportDisabled == 1)
EnableTeleport
Set TeleportDisabled to 0
endif

end
====================

Replace the "Your Cell Name" with your actual cell name, but without the quotes.

I am going to create a fix esp for tribunals main script, it causes problems with teleporting, but I have a fix and will put it into a new esp.

Could someone test the script to make sure it works, it should but I want to be sure. Also if anything needs adding like get queststage or something to check a part of the quest, let me know.
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04-16-2008, 11:22 AM,
#10
 
here is the tribunal main script fix, this fixes the problem with teleporting always being allowed. Now it can be switched off.
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