Talk:Detect Player Cell Change (Without Polling)

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Revision as of 04:33, 20 July 2015 by imported>DavidJCobb (i found a thing)
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I've tried this method, and I gotta say it's awesome when combined with the modEvent functions.

Unfortunately, the one flaw I'm trying to overcome is not being able to detect whether the cell change implied a different load zone or not. I'm assuming that any change except between exterior cells always imply load zones (maybe somebody can confirm this for me?), but you need to go through a door and load when going to Whiterun as well, which is considered "exterior" too (and I suppose that it's the same with all towns).

I tried using a GetDistance() function between the two references, asumming that you'd get a weird result between unconnected places, and while this helps for the most part (since you get a number almost forty digits long if the cells are not adjacent), it doesn't work for those cities either, I suppose because they're also placed on top of the normal worldmap.

So, is there any way that I've missed that could be used to detect loading zones? I've been wondering if there's any hint, even if not too obvious: detecting if camera/player controls give any imput when loading, or if the loading screen art might trigger some event. I've been working with CK for not too long, so I'm sorry in advance if I missed that part.

--Darkitow (talk) 2015-01-17T13:58:50 (EST)

Confirmed: this doesn't seem to work entirely well for load screens. Here is a method that does. DavidJCobb (talk) 2015-07-20T05:33:15 (EDT)